EMI: Rename PoolChore to EMIChore, move to emi/costume
EMI: Fix actor animations

The current code for loading EMI costumes contains a special treatment that
expects the skeleton and mesh components in a chore named "wear_default".
This assumption is not valid for costumes that contains multiple wear chores,
most notably for Guybrush who has a different outfit for each island.

The new code considers any chore containing skeleton and mesh components
to be a wear chore. The skeleton from the last played wear chore will be
animated.
DEVTOOLS: Use edit and continue for all projects

I have been enabling Edit and Continue in my Visual Studio
Projects every time I generate them and have never had issues.
Merge pull request #782 from klusark/editandcontinue

DEVTOOLS: Use edit and continue for all projects
EMI: Correct sign error when walking on slopes

Due to a sign error in Actor::walkForward() it is frequently difficult or
impossible to walk on sloped sectors (stairs or ramps), e.g. in Meathook's
place or in front of Pegnose's house.
EMI: Remove "Out of regions" warning

The RIFF/WAV files don't have multiple regions.
TINYGL: Use the right delete
TINYGL: Do not check the same conditions twice
TINYGL: Remove default case as the current cases already represent all possible values
TINYGL: Add obviously missing break
GRIM: Add the error on Missing materials back in
EMI: Avoid deleting pool objects while iterating
EMI: Fix initialization of textures

Residualvm crashes when leaving the campfire szene on Knutting Town due
to a NULL-pointer dereference.

When initializing the texture with dummy values due to a missing tex
file, set _data to NULL so that a free doesn't cause any harm when
destructing the MaterialData objects.
Merge pull request #787 from chkr-private/material-fixes

EMI: Fix initialization of textures
Merge pull request #783 from inguin/emi-stairs

EMI: Correct sign error when walking on slopes
GRIM/EMI: Count pause/unpause calls of LUA scripts

Scripts that have explicitly been paused must not be resumed when
pause_scripts and unpause_scripts are called, e.g. when opening the
inventory, pausing the game or changing sets.

This patch splits the existing paused flag in two separate ones:
 - LState::all_paused is controlled by pause/unpause_scripts (plural)
 - LState::paused is controlled by pause/unpause_script (singular)

For compatibility with Grim savegames both flags are stored in a single
byte, with bit 0 having the same meaning as the former boolean.
EMI: Save/restore Actor::_lastWearChore
Merge pull request #788 from inguin/emi-save-last-wear-chore

EMI: Save/restore Actor::_lastWearChore
Merge pull request #785 from inguin/emi-text-stack

EMI: Avoid deleting pool objects while iterating
GRIM: precise lua header about modifications