Added bullet physics to CMakeLists and FindBullet.cmake
Add physics system and registered it with TrillekGame

There is a crash on exit that I can't determine the root cause
it might be linked to my runtime choice however.
Rough capsule shape used as a rigidbody

There is a default "ground" plane placed 10 units
down to provide a test bed of sorts.
UpdateTransform now uses quaternions

UpdateTransform in capsule shape was using rotation angles,
instead of quaternion orientation. Now it is updated with a
quaternion. To accomplish this Transform now has
SetOrientation which takes a quaternion.
Updated travis-ci to install bullet
Typo
One more attempt at bullet with travis-ci
fix travis bullet installation
Merge pull request #9 from catageek/fix-feature-bullet-physics

fix travis bullet installation
Update FindBullet.cmake

Added checks for debug names to verify they are set and set them to the default if they aren't.
Renamed CapsuleShape to the more generic Collidable

Collidable now take a shape property to define the type
of bullet collision shape used.
Removed "ground" plane

static_mesh type collidable now support scaled meshes.
Let's give fixing travis-ci another go
Fixed auto& instead of auto type
Added the ability to disable automatic deactivate

This allows character controllers and the like to
pause without requiring to be reactivated.
Added dynamic mesh shapes

Also moved created bullet mesh into a
function to reduce code duplication.
Case-sensitive filenames are my bane
Added force-based movement for rigid bodies

Also added the ability to specify a collidable's mass in json.

PhysicsSystem now steps the simulation in RunBatch and
then updates all transforms.
Added the ability to disable gravity per rigid body

6 DOF camera uses this with the ~/` key.
Merge branch 'feature-bullet-physics' into develop