Basis of ActionBar (wow like)
* Slotted action bar class, with pluginable IAction
* Added GameScreen.PropagateInput bool field
* Added Forever.Render.SpriteBatchExtensions and added
  very useful set of 2d primitive methods.
InputState.CurrentMouseState

* Added mouse tracking to InputState
** Made use of in ActionBar to support clicking on slots
* Moved action bar up 5px from the botton of the screen
* Picked up a little trash
X3 like mouse steering

* toggle steering mode with spacebar
* when engaged, you can steer the camera like x3  and use wads+qe to strafe
* Added TheGimp directory for creating assets
* Added Reticule class
* Added CursorReticule (probably not needed)
* Added MouseSteering
* Moved UserControls
* Added some reticule textures
* Pulled out DrawUI() and UpdateUI()
Minor cleanup/opt.

* got rid of the universal ForceRegistry in SimScreen, and now i just
  keep a list of IForceGenerators in Organism.
Major update

* got rid of the universal ForceRegistry in SimScreen, and now i just
  keep a list of IForceGenerators in Organism.
* Fixed that annoying aspect ratio glitch, by letting EyeCamera take graphics device as constructor arg, so it can respond to viewport changes.
** now things drawn and camera take graphics device so they can respond to resizes
* Broke out new project Forever.SpaceParititions
* Added SignalEncoding, for creating inputs to the nervous system
* Adde Odometer and scroll bar thruster like x3
* IPartition<T> interface
* PartitionRegion/PartitionSphere, these are for keeping an IEnumerable of
  things in a spacial region.  Used for update set, draw set.  Also manages
  an experimental space of hunters, more to come on hunters later
* ControlledCraft manages rigid body for the "player"
* Hunter spawner on action bar D1, not fully implemented. it just goes in a straight line
* Added some models from turbosquid