Fixed Ouya controller num bug in level editor.
Added # sequence wildcard to pixconvert.  Needed that to add ? to textbig font and $ to text (small) font.
Updated pixconvert project.
Centered fake mouse in level editor.  Used default value to place initial menu nav position for yes_or_no_prompt.  Made yes_or_no_prompt handle multiline text.
Removed UI when spectating.
Reduced some clutter when using small multiplayer viewports.
Added transparency functions from dinomage branch.
Made radars translucent when using a small viewport.
Set some appropriate menu nav defaults.  Added some constructors for button class so I could fix up the Promote button.
Made begin new game show the current campaign description instead of loading start.tex.
Fixed do_set_scen_level() so it actually works.
Made begin new game send you straight to the hiring screen with a popup.
Removed the font buffer.  No more graphic bugs from failing to clear it and there's one less full screen blit each frame.  I *think* this is okay...
Fixed crash when exiting the Hire>View screen.
Enabled hotkeys again.  Added "back" hotkey to campaign and level pickers.
Changed training level up cost to match hiring level up cost.
Added a keyboard clear so the beginning hire menu doesn't take the old button press.
Fixed allied_mode so it works again.  It's still a little weird to have some blue guys be your friend and other blue guys be enemies...
Added a check for friendliness to character switch code so you cn't switch to an enemy on the same team as you.  That can still happen when you die, though.  viewscreen::input() and viewscreen::continuous_input() may need to be fixed for that.
Removed training buttons from hiring screen.  It could now use some reorganization so some new, useful info can be displayed.