WIP: Big GUI overhaul

- New in game window
- Lots of refined controls, such as edit box, list box, mouse cursor, ...
- Dropped suplicated controls in looknfeel
- Dropped a lot of old skin. The old skin left in use is only done for non-used control types yet.
- Added the game version in the main menu.
- Started making windows out of loading screens.
- Added the necessary controls to later add map description when clicking on the list.

All this is WIP but was already a lot of work. :D
Removed the line endings handling line for sln files in .gitattributes.

Fixes #40
Upgraded standard buttons - Skin part.
Upgraded standard buttons - look'n'feel part.
Upgraded the Editor loading menu.
Upgraded the Skirmish loading menu
Upgraded the multiplayer loading menu
Added new multiplyer client only layout

This will be used later when splitting joining/hosting a game...
Added new multiplayer server only menu

This will later be used when hosting a game...
Fixed control names linked with the source code.

The game is now functional again...
Added the version missing in the loading menus and fixed its location.
Split Joining and hosting game menus.

Also fixed the Tile API about traps.
Improved the creature stats window now the auto close button is working.
Upgraded the skirmish menu so that the map name and description is displayed in the GUI.
Used the map names and description in the server and editor lists.
Improved the text used to tell the currently selected room/trap/creature.
Precised a comment in .gitattributes
Fixed creature behaviour when fighting. With this patch :
- Workers attack workers only.
- If workers are attacked by something else than a worker (creature, trap, ...), they flee
- When a creature or a worker is weak, he flees from combat
- If a fighter is weak and there are no ennemies around, he tries to sleep
- When a creature flees, it tries to go closer to its dungeon heart. If it cannot reach it, it flees randomly on visible tiles
- When a creature flees near the dungeon heart, it flees randomly on visible tiles
- Creatures always try to go to the farest position (depending on range) they can before engaging (within visible tiles). That means that ranged unit need melee units to avoid running away for ages.
- If a creature is in bad mood, it has 20% chances of fleeing instead of fighting when seeing an ennemy. For now, it is in bad mood if awakness < 10% and hunger > 90% at the same time
Merge pull request #160 from Bertram25/development

New GUI with better controls and menus
Fixed typo + change in API from Bertram