GRAPHICS: Pass Mesh* to GfxBase::drawModelFace
GRAPHICS: CreateModel in GfxBase
GRIM: Move Mesh::draw to GfxBase::drawMesh
GRIM: Sort model faces by material
EMI: Add GfxBase::updateEMIModel
JANITORIAL: Add include guard for shader.h
EMI: Un-stub Lua_v2#NukeAllScriptLocks
Merge pull request #758 from klusark/cherry

Some cherry picks from Botje's android branch
GRIM: Fix scaling text on different aspect ratios with OpenGL
ANDROID: Surface::pixels -> Surface::getPixels()
EMI: Fix crash when restoring savegames

EMI does not instantiate a registry object, so the pointer must
be checked before using it in savegameRestore().
EMI: Fix crash when talking to Voodoo lady

When asking the Voodoo lady why the island is so empty the engine
quits because the script calls Actor:say_line() with an empty
message.
EMI: Rotate sprite actors to face camera

Sprite actors, e.g. ships of the balloon in the Scumm bar, should
always face the camera, so the rotation part of their matrix has
to be reset before rendering. The code already exists for Grim, but
appears to work for EMI as well.
EMI: Fix save/restore when compiled without MP3 support

Saving and restoring the emisound state fails when residualvm
is compiled without libmad MP3 support. This patch makes
openSound() return successfully if the stream is valid but MP3
support is not available.
EMI: Fix fullscreen toggle in main menu

When the main menu is initially opened it will call ImPushState() before
any music is playing. This results in a NULL entry on EMISound's state
stack. saveState/restoreState must be able to deal with this situation
because they are used when toggling fullscreen.
Merge pull request #759 from inguin/emi-fixes

EMI: Various small bugfixes
EMI: Keep actor position after detaching
EMI: Use WorldPos in Lua_V1::GetActorSector

In mot.set, Guybrush is attached to a raft at position (0,0,0).
This commit solves one instance of the camera going back to the first
screen.
EMI: Return to original sort order when no sort plane is available

The floor in the Hall of Justice is hidden by a solid gray actor named
"trap plane". This actor is originally positioned far in the background
but moved to the foreground because we can't find a sort plane in the
sector.

This patch stores returns an actor to the original sort order set by
the game script when entering a sector that has no sort information.
Merge pull request #761 from inguin/emi-fixes

EMI: Fix invisible floor in the Hall of Justice