Changed Ball respawning

-When a level is done, Balls are move to a position just about its
owner's Paddle.
-Bals speed are set to the ball speed of local Player when the user
clicks mouse button
-This will also send the new BallRespan message which triggers the
reseting of speed on the remote Player side
Added level name to top of window

-Added LevelName message
-Added level name to Board struct
-Added code for settnig level name in Board struct so that it can be
read by GameManager
-Added StripLevelName() that splits up level name ( removes anything
before the last '/' and removes the last four characters ( '.txt' )
-Added SetLevelName() that calls the above function and sets the result
in Renderer and sends a LevelName message
-Added code for the Renderer to set up position for level name
-Added code for Rendering the level name
Added missing ShrinkPaddle code

-MessageType and ColorConfigLoader code was not addded to git
-Color config for ShrinkPaddle and ExpandPaddle was also missing
Improved GetRandomBonusType()

-All BonusTypes except SuperBall( gets very unbalanced with many Balls )
are now possible.
Fixed scaling issues

How to reproduce
-Start a game
-Spawn balls
-Finish a level
-In the next level, depening on the scale set in PhysicsManager, any new
Balls might be scaled differently from the old ones

Fix
-PhysicsManager does not scale the Balls anymore
-Renderer scales the Balls, but according to screen resolution
-Removed call to Renderer::SetScale that set the scale in Renderer to
the scale calculated in PhysicsManager
-This means the scale remains the same the entire game since it's
dependent on the resolution and nothing else
-The only thing that's scaled from level to level is Tiles
Remaned PhysicsManager::KillAllTilesWithOwner()

-Renamed to  to PhysicsManager::KillAllTilesWithOwner()
-Method name was incorrect as it kills Balls, not Tiles
-The method itself was left unchanged
-Updated call to this method in GameManager