Fix to use ContactPoint instead of HardPoint in vehicle computation
Merge pull request #12 from VirusFree/pull_request_ContactPoint

Fix to use ContactPoint instead of HardPoint in vehicle computation
fixes for double precision
add Move() for characters
Add IsEnabled for KinematicCharacter
fix matrix math
get shapes from contact point
report manifold contact count (as to avoid getting manifold in c# just to check contact count)
add scale setter for UniformScalingShape
add helper to compute compound shape connectivity
workaround for static actors shape
fix build error
allow null CollisionShape and MotionState
fix vs2013 solution path
remove _fixedBody from RaycastVehicle
Set GRAPHICS_NO_DIRECT_CAST define as it causes crashed when trying to work with vectors

 and remove WIN32 from x64 build