Added timer and two new axis to vector.

Changelog:
 1. vector
  - Added two new axis:
   I. w-axis, vector[3]
   II. z-axis, vector[4]
  - These two new axis represent not a third or fourth dimension, but as
    an optional var storage.
  - The most common application I have in mind would be storing the
    position (x, y) in [1] and [2] respectively, and then storing the
    direction of that body in (w, z) inside [3] and [4].
  - No operations can be done with 'w' and 'z'. They are not to be
    operated through functions, since they're only there optionally.
 2. timer
  - Awesomer than AwesomeTimer.
  - Accepts a delta time, the initial time, format (ms, s, min or h) and a
    function 'event' that is activated once time runs out.

Issues and Bugs:
 - None from this release, as it is supposed to be (all tested).

TO DO:
 - Add click-and-drag to moving, to define what direction the element
   should 'look at' once it reaches its destination.
Better Timers
More options when creating a timer. Less crashes.
More vector operations
It is now possible to use -vector and vectorA == vectorB.
Beauty Changes
Nothing big, just small changes. Made selector table set-like.
Transform branch created. Work in progress.
Removed deprecated base.math
i no liek diz pc
Better Alt + F4
Conflict stuff
Remade camera movement
The previous one was wrong, this one fixes it.
Camera fix position functions
Added ordenation when group-moving
Merging because some derp didn't warn me he was messing with the src.

Merge branch 'transform' of https://github.com/RenatoGeh/deadfall into transform
Adding forces and reactions.
Fixed camera and added a few reaction features. Not done yet.
Fixed intersection. Added actual reaction.

Changelog:
 1.Intersection:
  -Intersection has been fixed and optimized.
  -No longer checks only for the vertices.
  -No longer checks for itself.
 2.Reactor:
  -Timer.
  -After 250ms, it resumes its course.
  -That only happens in case an obstruction occurred.
  -By obstruction I mean intersection.
 3.Forces:
  -Although present, they are not used.
  -Speed is much more reliable for now.
  -You can, however, add forces and it'll work just fine.

Issues and Bugs:
 -Not that I know of.

TO DO:
 -Group ordenation based on each element's width and height.
 -Column group ordenation.
Fixed a bug that would cause, when dealing with various bodies, a nil value exception.
For UGD
Added multipathing. Queue is used.

Changelog:
 1.Queue:
  -Basic FIFO (First-In-First-Out) list (just like your mom TROLOLOL).
  -Usual queue implementation:
   i.push
    oAdds the given element to the end of the queue.
   ii.pop
    oRemoves and returns the first element of the queue.
   iii.size
    oReturns the size of the list (trust not the hashtags!).
   iv.empty
    oReturns whether the list is empty.
   v.clear
    oClears the queue entirely.
 2.Multipath:
  -Uses queue.
  -When a body is moved by the user and left shift is pressed, the body will be able to perform multipathing.
  -By clicking the mouse 'n' times, the body will perform the given movements in the order the targets were set.
  -If the user has released left shift and then presses the right mouse button, all the targets will be cleared and the body will override its current destination.
  -A bit of ugly coding going on. I'll get to embelishing it whenever I feel like it.

Issues and Bugs:
 -None (as it's supposed to be) that I know of.

TO DO:
 -Firing.
 -Your mom TROLOLOLOL.

Editor's Note:
 -Start documenting your shit.
 -If it's a particularly useful function - that is, that others will end up having to use a lot - explain what that function does (apart from your mom TROLOLOLOL).