Whale : added onEntityCross support

Game3DLogic still need to be coded to do proper animations.
Game3DLogic: Implement Whale nuking logic
Picking: Allow multiple picking at once

For cases like picking either a Tile or a Boat, the
current system wasn't valid as it would only allow
one type at a time.
This commit allows to pass both a TileRequest and an
EntityRequest to the picking request, removing this
limitation.
It is therefore now possible to move an entity into
a boat.
AnimatedModel: Turn on hardware skinning

Gives a 100% performance boost
StaticModel: Disable Normal Mapping for now

Saves a few FPS, and doesn't really make a difference
considering the models we have.
Models: Let EntitiesRenderer set the initial idle animation
Merge branch 'graphics' into gameLogic

Conflicts:
	src/fr/miage/atlantis/entities/Boat.java
Models: Various minor enhancements and bugfixes
AnimatedModel: Allow setting a custom collision model

As the player origins are offset when running the swim animation
for instance, we need to set a custom collision shape that
properly follows the 3D model's body. To do that, we generate
an invisible box that follows the main body bone of the player
model, that has the real model Geometry pointer as UserData.

InputActionListener can then return the actual model geometry
when it detects the UserData key.
console : Added GuiConsole class and skeleton
gui : added proper gui source tree
Utils: Cache generated transparent boxes

Speeds up the loading
console : console implementation
console : Now building correctly (fixed null Nifty obj)
console : now rendering correctly on guiViewport
InputActionListener: Don't fallback on other boat flags w/ player set

This caused non-player-controlled boats to be picked
console : adding new command, cleaning code
console : adding new command, comments
console : help command format change
console : adding new command Bind List