Transition from tinyxml to tinyxml2 and improved font rendering.

1) Rewritten XmlReader using tinyxml2 - now it's using less memory. Profit is some about 15 Mb immediately after loading case1.

2) Improved font rendering. Here is two screenshots to compare. For font render added better outlining, utf-8 support and better scaling, so it looks much better in fullscreen now.
Before:
![scr before](https://cloud.githubusercontent.com/assets/8434495/3906022/dcb10034-22ee-11e4-9b78-da73f3f419e9.png)
After:
![scr after](https://cloud.githubusercontent.com/assets/8434495/3906034/f5c0ad54-22ee-11e4-82a1-b1d3a9790013.png)

Also here is utf8 example, though complete translation support need much more changes:
![utf8 example](https://cloud.githubusercontent.com/assets/8434495/3906137/13a8d6b0-22f0-11e4-8aec-85b9f67a9323.png)

After some thought, I think using fixed ranges in Reinit() is not such good idea. 
Cons:
1) If translator use char from another range, even if it is in font, it will not be shown (or game must reinit entire font to draw some unexpected char).
2) When user switch language, game will be reinit all fonts = annoying lag.
3) Some languages use big ranges (e. g. Chinese) = large memory using.
I think i will rewrite MLIFont using simple dynamic cache, so char will be rendered when game draw that char first time. This way translator can use any desired char, and only chars actually used will be rendered.