Modifications to be able to load a previously built map
Preparations for the Demo in November. Completed WayPoints and Prepared Room class.
Added the empty .cpps for the Game related classes.
Working on WayPoint movement. Fixed transform issue for WPs: TODO: for robot and projection.
Navigation works WayPoint based. Distance measure should evtl. be included. NEXT: GameCFGParser
Added files again. Navigation is now WayPoint based.
Added a gitignore file.
Removed stored scene recordings.
Removed stored scene recordings. With cached option.
Package file added.
Parser for game.cfg is ready. It's based on the OgreConfigFile standard.
Changed class Room from idx based to pointer based.
Implemented polymorphistic approach for GameObjects (Door,Key,Treasure). TODO: implement polymorphic init(Room*) methods, finish game setup, insert missing parameters for game.cfg (parser) and intense testing.
Finished implementation for game logic. (testing req.). Introduces boost::recirsive_mutex to handle thread collisions. (Suggested: change img transfer to a more efficient copy method and introduce locks as well).
Changed Game to Singleton.  Included a Lock class (GameObject). Game::getInstance().startNewGameSession() checks for the GameObjectType now.
Progress from week 3. Closed memory leak and included openCV for prefiltering of depth-images. Included code to preload environment from room scans. Included draft for particle effects. ISSUES: gaussian-blur is not edge-preserving (minor). Particle effects seem to have problems with compositor.
Big and necessary cleanup.
More cleanup: media directory.
Particle effect tuning.
Documentation and further clean-up.