fix "Making the release" section in ReleaseSteps documents
use clang for 3rdparty build (#92); change boost + fuego versions; general build improvements

general changes to the build
- the 3rdparty build now uses clang instead of llvm-gcc
- the clang binary used is the one reported by "xcrun"
  (instead of manually generating a deep link into the Xcode.app
  folder)
- instead of environment variables the build now uses compiler/linker
  options to specify the deployment target (e.g. -miphoneos-version-min
  instead of IPHONEOS_DEPLOYMENT_TARGET)
- the simulator build now has its own deployment target (previously
  it used the iPhone deployment target)
- remove the compiler option "-thumb-interwork" from the iPhone build
- an attempt to use the libc++ implementation of the C++ standard library
  (compiler/linker option "-stdlib=libc++") was abandoned because Fuego
  hung up on thread initialization during application startup

changes to the Boost build
- new Boost version 1.54.0 (previously 1.45.0)
- improve boost build by using the <root> option in the bjam user config
  (source for this is the Boost build script in the Gitorious project
  galbraithjosephs-boostoniphone)

changes to the Fuego build
- new Fuego version uec-cup-2013 (previously 1.1)
- fuego patch changes
  - patches 2, 3 and 4 are now consolidated in 02-fuego-mainfunction.patch
  - patch 6 that fixes a configure script problem is no longer necessary since
    the new Fuego version already contains a fixed configure script
  - new patches to fix general clang compiler errors, and C++11 compiler
    errors

doc changes
- clearly state in the quick-start guide that the build is geared to a specific
  combination of Xcode/iOS SDK
- add information about build configurations used in old version
- add detailed instructions on how a patched version of Fuego can be built
  and tested on the Mac OS X command line
add 3rdparty software as submodules

this is only the first step in a complete revamp of the 3rdparty software
build system
rewrite large parts of 3rdparty build scripts (closes #92)

change details
- software packages are now integrated as Git submodules, so
  there is no longer a need for a download phase where package
  tar balls are fetched
- the clean step is now mandatory
- removed support for Mac OS X builds
- the Boost build is now part of the Fuego build
- Boost and Fuego are now built as frameworks, the corresponding
  build scripts are part of the fuego-on-ios Git repository
- almost all build settings are now part of each software's Xcode;
  build settings in build-env.sh have been almost completely eliminated
update docs for new 3rdparty software build system
remove Fuego patch files (are now part of fuego-on-ios project)
add CG layer to draw influence rectangles on PlayView (#18)
add preference "display player influence" (#18)
asynchronous commands can set progress HUD mode
add & use new commands to handle territory statistics (#18)
update docs with player influence/territory statistics info (#18)
new GoGame property reasonForComputerIsThinking

we need to be able to distinguish between different reasons why the computer
is busy thinking (e.g. so that we can update the status view).

the old computerThinks property is now merely used as a convenience
property that simplifies querying the new property in those cases where a
simple boolean state is required.
status view now correctly displays "updating player influence" (#18)
do not display continue button while player influence is being updated (#18)
enable territory statistics on launch (#18)
NSCoding archiving/unarchiving is faster due to reduced archive size

the NSCoding archive consists for the main part of two types of archived
objects: GoPoint and GoBoardRegion objects. the archive size can be
reduced by not writing all properties to the archive.

the optimization works like this:
- determine a number of properties in GoPoint and GoBoardRegion that
  are anticipated to have the same value for most of the time of the app's
  lifecycle
- when the time comes to write an archive, check if a property has the
  anticipated value: if yes do NOT write the property value to the archive.
  as a result, the archive size shrinks in most - but not all - situations
- when the time comes to read an archive, check if an encoded value
  exists in the archive: if not, simply assign the anticipated value to the
  property

two results of this optimization:
- for a 19x19 board that is almost empty, the archive size is reduced by
  roughly 40% of the original size (70kb instead of 116kb)
- for a 19x19 board that is almost full, the archive size is reduced by
  roughly 20% (133kb instead of 167kb)

the expected effects of the optimization are
- reading/writing the archive from/to disk should be faster due to the
  reduced size of the archive file
- decoding the archive should be faster because there is less data to
  decode
- encoding the archive should be faster because there is less data to
  encode
fix ZipKit and Lumberjack build for iPhoneOS (ARM)
add Zobrist hashing to GoMove (#169)
user can now select the ko rule when she starts a new game (#169)
check for superko (#169)