Fix: typo in e2 funcs, CVT jump

-entity:acfClutchRight() no longer causes errors
-CVTs should no longer cause high torque contraptions to jump when
throttle is applied (changed gear 1 min ratio from 0.01 to 0.05)
Changed version number for fixes (merges seem to cause two commits)
Cleaning up some junk
- addon.txt is not required anymore
- github IS the changelog now
- soundscripts were not doing anything on gm13 anyway, they will return in lua form
- cool new readme for everyone to ignore
It's armoured not advanced
Rework entity link response
Fixes #8
also replaced a bunch of occurrences of "self.Entity"
and cleaned up some code
Nerf engine torque output
Almost all engines nerfed 20% in output to more realistic variables, excluding the small engines (twins singles small 4 cyls, etc)
Gearbox weights and tolerances retweaked...4 speeds have higher torque ratings than 6spds, 6spds more resilient than 8 spds, etc
Gearboxes now have power loss in the drivetrain to be more realistic and address the problem of armored vehicles being too fast (this is just stage 1 of testing)
CVT tolerances changed (they were too low)
I goofed
Clutch on gearboxes between engine and differential(s) now work
Prevent changing bodygroup via c-menu on gearboxes
Made the armour tool more descriptive and fixed the contradiction in the ductility description.
I forgot a thing
Fix: Applying armor tool settings to prop

Armor tool now correctly applies settings on first click.
Merge branch 'ArmorToolFix' of git://github.com/Fervidusletum/ACF into Fervidusletum-ArmorToolFix

Conflicts:
	lua/autorun/acf_globals.lua