This adds limiting the ghost data to a specific area around the client.
By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding

visibleGhostDistance = "1000";

Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION

The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance

The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
Removed Tabs, added check on connection
Remove warning
re-orders sound device provider wieghting to preffer xaudio over directsound as d-sound is getting tossed soon.
Added support for AMD Chips
type fix
Tabs...
Made some tweaks so I'm happy with it.

 * Removed #defines
 * Fall back to using visible distance if ghost distance is not used
 * Removed ghost distance from level files as it will default
 * Renamed mConnectionVisibleDistance for consistency
Fix issue where console stack values were getting overwritten inside a C++ function
Initialize mResetLocked too
winTime month fix
Merge pull request #1026 from jamesu/fix_console_stack

Fix issue where console stack values were getting overwritten
Merge pull request #1018 from eightyeight/ghost-scoping

Add the option to limit ghost scoping range
Merge pull request #996 from Winterleaf/Add-new-cpus-AMD-Types

Added support for AMD Chips
Merge pull request #974 from Azaezel/sound_provider_fallback_request

re-orders sound device provider wieghting
Merge pull request #921 from lukaspj/Mixed-Particle-Rendering-Warning-Fix

Remove warning
Merge pull request #1065 from rextimmy/windows_date_fix

winTime month fix
Merge branch 'development' into deferred_complete