Fixed the broken import. This was due to the Game interface returning a copy of the game element lists instead of the actual lists. That was because the game elements were no longer lists, they were changed into trees, to support folders.

The fix is to create a new collection which will hold a tree and a list and perform two-way binding between them. May god help us all.
Fixed broken compilation due to wrong logic in the scripts object exposed in the game interface
Moved the layout xml file from AppData\Roaming to AppData\Local\AGS
Fixed "panel still in windows menu with loading icon in tree after rebuilding all files"
Engine: fixed Overlay serialization
Engine, Editor: updated speech skip style

* Renamed SkipSpeechType to SkipSpeechStyle;
* Added two more options:
 - Skip by keyboard only (no timer),
 - Skip by mouse only (no timer);
* Corrected option descriptions in the project's General Settings.
ScriptAPI: corrected error messages

This removes about 60 kb of duplicating string literals from executable.
Android: Fix building with NDK r9.
iOS: Added missing files to xcode project.
Android: Allow alternate default save folder.

If the directory containing the game file is non-writable the engine
will attempt to use the directory given as the base directory instead.
This is the "directory" parameter used when starting the AgsEngine
activity, and is only utilized if the default location is inaccessible.
This allows reading the game files from a read-only location while
saving to external storage.
Fixed missing return statement from last commit.

Added missing return statement in Game.SetSaveGameDirectory.
Script: SCMD_CALLOBJ permits arguments of static object type

SCMD_CALLOBJ instruction gets the static object as an argument when a non-static extender function defined for that type is being called.
As of current AGS Script state, this may only be performed with "mouse" (of type Mouse) and "system" (of type System) objects.
Editor: deny creating more game items than engine supports.

This commit introduces restriction for Cursors, Dialogs, Fonts and Inventory Items.
Editor: made Sprite Import window resizable
Common: safety check for GUIListBox to prevent division by zero
Editor: fixed changing room object count caused room data inconsistence when room is saved
Engine: fixed savedgame restoration with missing audio resource

Number of deprecated script functions rely on 'current_music_type' parameter. If the game was saved with music playing on one of the channels, and the same game was later restored with missing audio resource (e.g. no VOX pack), then the corresponding music will not be loaded and no channel created, but the 'current_music_type' parameter was kept unmodified, causing inconsistence, and - in particular cases - crashing the game.
This commit resolves the issue.
Editor: fixed content position for several dockable panes
Editor: fixed sprite search in folders, differing only by name case
Several corrections to drawing routines

    * Improved custom alpha blender to make it properly work with non-opaque destinations;
    * Sprite alpha rendering style game option enables drawing sprites upon DrawingSurface, as well as drawing cursor hotspot sprite, using proper alpha blending.
    * Extended savedgame version which allows to serialize more game options; the extended format is used only if current game data is 3.3.0 or higher - this is done to keep forward compatibility with 3.2.1 engine.
    * Fixed text color for WFNFontRenderer;
    * Renamed few functions and parameters to better reflect their meaning.
    * More consistent use of "transparency/alpha" parameters in drawing functions.

    There's still a problem related to weird transparency value range for Characters and Objects. It works so that:
    0 = not transparent, 255 = invisible, 1..254 barely visible -to- mostly visible (like alpha).
    Basically, it could be used plainly as alpha value, if not the fully opaque and fully invisible states were switched.
    Some research must be done why this is so, and which convertions would be required to make it behave like a proper alpha value.