NEVERHOOD: Use CursorMan

- Only update entities according to the current frame rate but run the actual game loop at a faster rate so the mouse cursor movement doesn't get choppy
NEVERHOOD: Fix a very stupid bug in Scene::insertMouse433
NEVERHOOD: Graphics related changes/fixes:

- Add BitmapFlags enum
- Merge unpackSpriteRle and unpackSpriteRleRepl
- Implement Y flipping in unpackSpriteRle
- Fix Y flipping in AsScene2804CrystalWaves
NEVERHOOD: Implement GameModule::createModuleByHash

This is used later when restoring savegames

- Rename V_RING5_PULLED to V_RADIO_ENABLED
- Implement Palette::fillBaseBlack and use it in Scene2803Small
- Fix Scene2802 (show disabled radio if it's not enabled)
NEVERHOOD: Cleanup and fixes

- Implement GameModule::initScene2801Vars()
- Fix Scene1201::~Scene1201() which does some game logic stuff
- Rename some stuff
- Add more game variable constants
NEVERHOOD: Add mouse cursor hiding/showing
NEVERHOOD: Add Entity::setSoundPan and use it in the DiskplayerScene
NEVERHOOD: Remove TODOs concerning the original engine's debug code

- Add Scene1202 palette effect
- Add AsScene1405Tile sound panning
- Clean up some old comments
NEVERHOOD: Try to give the AsCommonCar identifiers better names

- Implement AsCommonCar::updateSound()
- Fix a bug in Scene1608 (the Klaymen animation got stuck when trying to get back into the car)
NEVERHOOD: Implement an experimental "render queue" to only draw and update what's actually changed; it works surprisingly well so far and only needs a few more changes here and there
NEVERHOOD: Use hardcoded values as width/height of several sprites (in the original the values were loaded from the entry's extData but since all values are constant anyway it shouldn't matter)
NEVERHOOD: Remove DirtyBackground which became obsolete after the renderqueue stuff
NEVERHOOD: Remove Scene::_surfaceFlag which also is obsolete now
NEVERHOOD: Remove BaseSurface::addDirtyRect() which is obsolete as well
NEVERHOOD: Fix mouse cursor visibility by starting out invisible when the Mouse object is created and hiding the cursor when it's destroyed
NEVERHOOD: Rename puzzle initialization methods and give them better names
NEVERHOOD: Some cleanup:

- Remove _name field from Entity (wasn't really maintained by me and
  became useless)
- Remove obsolete TODOs
- Add STICK_LAST_FRAME constant for better readability
- Remove commented out callbackList TODOs (these were so far never
  used with over 90% of the game implemented)
NEVERHOOD: Add GameVars::dumpVars() for debugging
NEVERHOOD: Start with the MenuModule
NEVERHOOD: Implement CreditsScene