Added new externals for 3D module.
Added BulletWorks module with a few basic classes; Updated CMake accordingly.
Added graphic::3D module to control Ogre initialization and other stuff;
Updated CMake to only compile 3D module code if it is enabled;
Updated system::Configuration to enable or not 3D module;
Updated Engine to initialize graphic::3D module;
Fixed some silly issues in bulletworks and graphic::3D managers;
Renamed graphic::3D namespace to graphic::threed;
Removed OIS from Ogre libs and include dirs;
Engine loop now renders one Ogre frame
Made several changes to allow compilation on windows (for now, CMake passes, compilation fails):
-Modified Ogre and Bullet CMakes to not enforce /MT on Windows/MSVC;
-Removed Ogre RenderSystemGL glew implementation;
-fixed redefined CreateWindow bug on engine/3D graphic manager;
-Removed install dependencies from Ogre cmake;
-Updated external Ogre Dependencies pack for windows, removing freetype and OIS and changing how it finds zlib.

Updated gitignore;
Re-added Ogre's glew implementation;
Updated CMake to not use ugdk's glew when building the 3D module;
Modified Ogre's glew to uncomment glewInit(), used by ugdk.
Implemented ugdk's OgreScene class;
-implemented basic OgreScene class to represent a 3D scene;
-implemented basic OgreEntity (from ugdk::action::Entity) class;
-moved Camera class from bulletworks to ugdk::action::3D, and updated it to use new classes;
-updated 3D graphics Manager to have getters for the Ogre Root and RenderWindow;
-Updated Engine and Scene to have a virtual OnPushed method;
-Updated 3D module src list accordingly;
-Fixed ugdk src list, removing bulletworks sources from it;
3D Manager now receives and uses SDL window from UGDK - thus SDL/Ogre are using the same window, which means everything *should* work normally
-Moved ugdk::graphics::threed namespace to ugdk::desktop::threed
-Removed ogre_window_title from system::Configuration
-Updated 3D manager to receive a UGDK window (desktop::Window) and create Ogre's window based on it
-Updated engine to initialize 3D manager after desktop manager
-some other minor stuff, related to the above.
Fixed Ogre GL render crashing on Windows;
Fixed freetype-gl missing glew include;
Updated CMake so that SDL2 uses system C library on MSVC;
Refactored BulletWorks;
- Removed module;
- Refactored manager: removed Initialize method (now constructor initializes), removed 2 attributes, refactored header to not need to include bullet headers;
- Updated manager to set itself as bullet's world "worldUserInfo";
- Implemented PhysicScene: inheriting from OgreScene, its a game scene with 3D graphics and physics simulation support;
- Refactored Object to inherit from OgreEntity, hold physics values in a struct, setup collision and create node automatically when added to the scene, and more;
- Updated OgreEntity destructor to use SceneManager::destroyNode;

Fixed externals CMake to correctly force LIBC option (SDL2 in MSVC);

Implemented method in 3D manager to apply its settings on UGDK's primary window.
Fixed missing physicscene source
Added overlay support on OgreScene, updated travis script
Updated travis script
Trying to get a simple overlay to show frame stats working
Updated Ogre CMake so that it finds freetype on windows when ugdk's compiling it, to compile OgreOverlay.
Small changes to OgreScene;
last changes to try to get ugdk+ogre working before moving on...
A file gets generated in the binary dir, so add that to include path too
Initialize ogre using a window from SDL.