Reworked room absorbtion code
Avoid destroying and recreating room ground meshes when there is a room absorbtion
Merge pull request #360 from Bertram25/development

Fixed MSVC compilation + fix for 358
Merge pull request #362 from hwoarangmy/development

Reworked room absorbtion code
Implemented forge logic
+ fixed warning seen by @akien-mga

fixes #353
Changes as requested by @Bertram25 and @oyvindln
Fixed a crash when the AI gets a treasury destroyed and tries to rebuild it within the same turn

To reproduce it easily, the easiest is to disable the cooldown for AI when checking for treasuries. And attack it.
Fixed mistake and comment asked by @Bertram25
Merge pull request #365 from hwoarangmy/development

Implemented forge logic
Applyed code conventions to GameMap.
Made the creature vision visual debug work with client-server
Removed the queue from the render manager
fixes #349
Merge pull request #368 from hwoarangmy/development

Removed render manager queue + code conventions on gamemap + creature vision debug
Removed the render request by allowing direct calls to the render manager
+ removed the gamemap from the render manager
Merged some tile related messages + improved tile transmission through network
Turn MapLight into MovableEntity
fixes #371
Avoid passing ogre scene node name to the render manager.
Merge pull request #369 from hwoarangmy/development

Removed the render request by allowing direct calls to the render manager + merged some tile related messages
My last try at pulling: Defender and balancing

Defender model complete with ogre vertex fails (totally needed) and
balancing of creatures, battles should go faster and be more deathly
now.
indentation fix?

Hopefully fixed it; if not please someone do it.