Started design of `asset/json' module.

This is the beginning of replacing all our old stand-in asset
parsing routines (even if I didn't quite know they were stand-ins
when I first coded them up =P). Nice JSON formats will be _much_
more user friendly, easier to interact with other programs, etc...
Fixed a small bug in mem/region.c.

The `mem_RegionPurge()' function would dereference a null pointer
if there was no memory to be purged (`free()'d).
Added a working `asset/json' module.

This should make all of our resource files _much_ more convenient
to parse, and a little less ridiculous.
Added default JSON reducers for Floats and Bools.
Renamed `asset_Desc' to `asset_t'.
Added better error reporting to `asset/json'.

Now we get messages telling us where json syntax errors occured.
Also, we added a `cookie' field to the parser which allows us to
have per-parse data passed around.
Added code to load animations from JSON.

The first real-world test of the `asset/json' module.
Added code to test the new JSON-based animations.

Renders a rotating suzanne head.
Automated Blender to Isomyr processing.

Created a script called `automk.sh' which completely constructs an
isomyr animation JSON file from a bunch of images generated by
Blender.
Added `script' module to build system.

This involved fixing a minor bug (`=' instead of `==') to make it
compile.
Added the `ui' module.

This includes a first whack at implementing the event system that
will drive the user interface.
Fixed bug where textures were loading improperly.

We were setting the image's height equal to its width.
Added some test code and a silly button
Added beginning of font-rendering system.

Don't quite have enough code in place to give it a real testing,
but I'm pretty sure that most of the nitty-gritty/annoying font
technicality stuff is out of the way.
Fixed issues with the font code, added test.

The conversion from 8-biti intensity to RGBA had a silly bug in its
main loop, and we were copying the bitmap to the wrong part of
their square in the texture.

All that is fixed, and we render the texture to the screen just to
see how it looks.
Added code to render strings in TTF fonts.