Add special memory allocator for Lua that should take some memory stress away from heavy scripting.
vcproj update
Fix build on Linux/OSX
Allow nodes to catch ACTION_SECONDARY.
Little script interface changes:

- Add avatar_isSwimming()
- toggleInput() does now parse bools correctly
- pickupGem() returns gem ID
- Change in entity_doCollisionAvoidance():
  * Add support for ignore obs
  * One arg was shifted, this is now fixed but not sure if it adds a problem somewhere.
Disable path finding debug spam.
Script interface extensions:

- shot_setTargetPoint()
- shot_getTargetPoint()
- entity_getTargetPriority()
- fix oversight in entity_doEntityAvoidance()
- entity_getTargetRange()
- getJoystickAxisLeft()
- getJoystickAxisRight()
Add Lua functions:
- quad_isRenderBeforeParent()
- quad_setRenderBorder()
- quad_isRenderBorder()
- quad_setRenderCenter()
- quad_isRenderCenter()
- quad_borderAlpha()
- quad_getBorderAlpha()
- node_getShape()
- text_setAlign()

Constants: ALIGN_CENTER, ALIGN_LEFT, PATHSHAPE_RECT, PATHSHAPE_CIRCLE
Fix copy-paste oops.
Cleaning out some dead code.

This adds a small compile error, to be fixed in next commit.
New action: ACTION_PLACE_AVATAR. Add Lua functions:

- entity_getBoneLockData()
- entity_getWeight()
Animation editor: Add D, Shift+D, Ctrl+Shift+D key combos to flip bone rotation.
Fix some SceneEditor crashes/quirks and remove some dead code in the process.
Map element code refactoring. Allow other entities to influence map elements (EFX_WAVY).

Reduce Element memory; as most elements do not have any effect set,
this saves more than 50 bytes per element.
Script interface:

- Add entity_doElementInteraction()
- Add avatar_setElementEffectMult()
- Change entity_isUnderWater(): Can now supply an override position.
Display build date in version string.
Little things:

- Make ACTION_LOOK and ACTION_ROLL available to handle via nodes
- Add entity_getPushVec()
- Fix typo in beam_setFirer()
- Add pull param to addInfluence()
- Add entity_getPushDamage()
- Add getMouseWheelChange()
Add riding related Lua functions:

- entity_getRidingPosition()
- entity_getRidingRotation()
- entity_getRidingFlip()
Add some Lua functions, changes to hair.

+ beam_getEndPos()
+ entity_setCurrentHealth()
+ entity_setMaxHealth()
+ beam_getEndPos()
+ entity_hasAnimation()

- Add 3 new parameters to entity_damage: shot, hitX, hitY
- entity_getAnimationLength() supports string as 2nd parameter now.
  This will lookup an animation's length via name.
  Passing an ANIMLAYER_* constant works as it used to.
Compile fix for prev. commit