Removed Golem Workers from the Keeper spawn pool.

Fixes #307
Fixed line endings for all concerned files.

Fixes #53

Note that I didn't update the line endings of the following files
since they clearly are Microsoftian ones:
./dependencies/angelscript/add_on/autowrapper/generator/generator.sln
./dependencies/angelscript/angelscript/source/as_callfunc_x64_msvc_asm.asm
Merge pull request #324 from Bertram25/development

Some more quick-fixes
Add a new AI that build every useful rooms + small fixes
Fixes:
- Added a building type to buildiong class (to prepare for tile.getCoveringBuilding instead of room/trap)
- Fixed a bug in tile claiming where it is not displayed claimed if the kobold has a certain dance rate
- Replaced Player.getHasAI per Player.getIsHuman since it is what we want to know (and because inactive players have no ai assigned and should be handled like AI players)
- Added support to allow AI to pickup/drop creatures
- Fixed the map info reading in levels to display configurable players

Concerning AI:
- To place rooms, it uses a point system (about distance from dungeon heart and active spots). That can allow to easily change how the computer places rooms and maybe even change between different AI levels.
- If the AI has no treasury, it builds 1.
- If the an allied unit gets attacked on a nearby allied claimed tile, the AI drops creatures to help
- If its creatures get wounded, the AI picks them up and drops them in its dungeon heart so they can recover

As always, I've changed the skirmish 2v2 small test map to allow testing. Now, players 3 and 4 start without treasury.
Player 4 has 3 available claimed tiles and should build on it. Player 3 have available claimed tiles in your dungeon only (not reachable). Thus, he should wait for his kobolds to claim before building the treasury

While testing, don't hesitate to play with the editor to see how the AI adapts when it cannot build somewhere or when certain rooms are already built
Moreover, if you build something on allied claimed tiles where a room was going to be built, the AI should start digging somewhere else.
Merge pull request #325 from hwoarangmy/development

Add a new AI that build every useful rooms + small fixes
Revert "Hopefully fixed the Cavehornet translucent wings."

This reverts commit b2a77f43adb134476fa3449883cc44344c85f357.
AI should wait for a certain number of turns before looking for gold or building rooms instead of time
Reduced the creatures' heal rate to be 0.02 per turn instead of an average of 0.1.
Added spawn conditions to BigKnight equivalent to the PitDemon.

I also took the opportunity to ask for a crypt there.
Added a replay menu

Please note that this feature is pretty experimental as it relies on timestamps where the server/client relies on message synchronization
But because the client in replay is the most simple, timings should not be a too big problem
Moreover, the replays takes there information from the level map. That means that if the level file is modified, there can be weird issues (same as wrong synchronization between server and client level)

But IMHO, it is a cool feature and it can help a lot debugging weird issues (like ghost tiles) so it is worth the price ^^

Later, it would be nice to have options to:
- Save only last replay (should be default)
- Do not save any replay
- Save all replay (like it is currently done)
Because on long games, replay could be quite big (for 10 minutes, it was more or less 10Mb from what I've seen)

Also note that every server related events won't be available (like the creature stats info unless it has been displayed at the same time).
Moreover, because everything is timestamped, if you pause the game, you will see it pause during replay ^^
Merge pull request #329 from Bertram25/development

And even more quick-fixes :)
Removed NullAI, AIFactory and AIWrapper. Renamed Keeper2AI to KeeperAI
Most of the AIWrapper has been moved to BaseAI (to be shared between AIs)
The factory has been moved to the AIManager
fixes #328
Fixed bugs within dormitory:
- Beds were misplaced
- When some tiles were destroyed, some beds (bigger that 1x1) were not removed
- When some tiles were destroyed, some beds were removed when they should not due to wrong activespot management (also true for treasury)
- Merged some functions that were splitted during first attempts to fix multiplayer (deprecated by later commits)

fixes #243
fixes #326
Forced to stop handling messages when the mode changes while launching a replay to allow the new mode to take place before related messages are processed (fixes the wrong mode assertion while launching a replay)
+ Added game time display when pressing F11
fixed wrong path for include file thanks to @akien-mga
Delete useless textures and models

- LavaGolem_diffuse.png
- LavaGolem_emit.png
- LavaGolem_spec.png
- LavaGolem_normal.png
- Stool_col.png
- Stool_nor.png
- Stool_spec.png
- Stool.material
- Table.material
- Table_col.png
- Table_nor.png
- Table_spec.png
- trainingpole-tex-nm.png
- trainingpole-tex.png
- Trainingpole.material
- Stool.mesh
- Table.mesh
- TrainingPole.mesh
- Chair.material
- Shelf.material
- Chair_col.png
- Chair_nor.png
- Chair_spec.png
- Shelf_col.png
- Shelf_nor.png
- Shelf_spec.png
- Chair.mesh
- Shelf.mesh
Adapted the CREDITS file to latest changes.
Fixed the CaveHornet's wings transluency.

Fixes #267

Thanks to Danimal! :D
Merge pull request #331 from Bertram25/development

Fixed the CaveHornet's wings transluency.
Fixed the floodfill bug not allowing kobolds to dig gold surrounded by water in stone keep siege
fixes #289