ray based friendly fire prevention and smart weapons
added friendlyfire test scenario
fixed ff-intersection check,
added node hint
added isHostile to factionrelation
const ref
make friendlyfirescenario loadable, minor programming style in case van loewis ever looks at our code.
improve friendlyfirescenario
wip
moved ff testing into the boardcomputer
use capsule instead of ray
added bulletprototype to reduce redundant calculations
removed ff checking from player
add FactionRelation::isFriendly
removed bullet prototype,
moved functionality to generic bullet
Merge branch 'friendlyfire_and_smartweapons' of https://github.com/voxelinc/voxellancer into friendlyfire_and_smartweapons

Conflicts:
	src/equipment/weapons/gun.cpp
Merge branch 'master' of https://github.com/voxelinc/voxellancer into friendlyfire_and_smartweapons

Conflicts:
	src/ai/boardcomputer.cpp
	src/equipment/weapons/genericgun.cpp
	src/equipment/weapons/genericgun.h
	src/equipment/weapons/gun.cpp
	src/equipment/weapons/gun.h
update glow
changes to match master
removed old angle check, nvi conform
fixed some of my concerns
Fix Capsule::containedBy() crash on m_direction = glm::vec3(0.0f)
improved capsule fix
removed capsule code duplication