WIP: first try of implementing irrlicht in the editor
Delete and ignore the .exp file which gets created when compiling
Add button
added Affectors to the particleModel and to the manager. It is now possible to add only one affector to a particle, next commit it will be possible to add several affectors to a particle
Added the ParticleParser.h and ParticleParser.cpp. There are still missing a few parameters for reading the XML file.
Added ParticleParser.cpp to Qt aswell.
Add texture to model function and set to XML and copy texture in the same map. and add load texture function
comment XML class and texture function in the main
Added more parameters to the ParticleParser.cpp class.
Added the rest of the parameters except the "Rest" and "Texture PathName".
The xml reader reads in the values from the xml now and pars it to the
object data which can be used for the ParticleModel.cpp class.
Merge pull request #12 from threkk/ignoreExpFile

Delete and ignore the .exp file which gets created when compiling
Added printlines to check if the valuables are correctly be read out and parsed.
trying to work with a list of affectors instead of only 1 affectors, the manager isnt working with this yet
WIP: Build code with VS instead of Qt, still debugging
Changed modelname
Fixed spawning particles by loading xml
Merge branch 'ParticleEditorParser' of github.com:threkk/psibranch3irrlicht into ParticleEditorParser

Conflicts:
	source/Irrlicht/ParticleParser.cpp
Merge branch 'QIrrlichtWidget' into ParticleEditorTextures

Conflicts:
	tools/ParticleEditor/ParticleModel.cpp
	tools/ParticleEditor/mainwindow.cpp
created a function which contains the check of affectors
Merge branch 'master' of github.com:threkk/psibranch3irrlicht into ParticleAffectors