Fix overreleasing in Cocoa code
The released version of SDL2 (According to the OS X framework) replaced KMOD_META with KMOD_GUI.
Animation editor: Add D, Shift+D, Ctrl+Shift+D key combos to flip bone rotation.
Fix some SceneEditor crashes/quirks and remove some dead code in the process.
Map element code refactoring. Allow other entities to influence map elements (EFX_WAVY).

Reduce Element memory; as most elements do not have any effect set,
this saves more than 50 bytes per element.
Script interface:

- Add entity_doElementInteraction()
- Add avatar_setElementEffectMult()
- Change entity_isUnderWater(): Can now supply an override position.
Display build date in version string.
Little things:

- Make ACTION_LOOK and ACTION_ROLL available to handle via nodes
- Add entity_getPushVec()
- Fix typo in beam_setFirer()
- Add pull param to addInfluence()
- Add entity_getPushDamage()
- Add getMouseWheelChange()
Add riding related Lua functions:

- entity_getRidingPosition()
- entity_getRidingRotation()
- entity_getRidingFlip()
Merge pull request #1 from MaddTheSane/master

OS X changes
Add some Lua functions, changes to hair.

+ beam_getEndPos()
+ entity_setCurrentHealth()
+ entity_setMaxHealth()
+ beam_getEndPos()
+ entity_hasAnimation()

- Add 3 new parameters to entity_damage: shot, hitX, hitY
- entity_getAnimationLength() supports string as 2nd parameter now.
  This will lookup an animation's length via name.
  Passing an ANIMLAYER_* constant works as it used to.
Compile fix for prev. commit
Add 2 Lua functions:

+ obj_getWorldScale()
+ obj_getParent()
Reload shaders on resolution change.
Fix setGemPosition(), add more Lua functions:

- isShader()
- isParticleEffect()
- pe_start()
- pe_stop()
- pe_isRunning()
- isMiniMapCursorOkay()
Do not allow rolling when riding.

Rolling while riding does not make sense, is not handled/animated at all,
and it looks strange. I wonder why nobody has fixed this in all this time.
Add Lua function isShuttingDownGameState()
Get rid of a few unnecessary continueity resets.

Continuity resets load a bunch of small files from disk;
this speeds up the startup precess very slightly if the files
are not in the OS's file cache yet.
Now Visual Studio 2010 Compatible

Removed a "using namepsace std;" to stop an ambiguous symbol error
regarding the "hash" datatype when compiling with Visual Studio 2010. As
a result, I had to add a "std::" to an ostringstream.

Duplicated, upgraded, and reworked the existing Visual Studio 2008
project so that it now compiles successfully with Visual Studio 2010.
Both debug and release work without a hitch on Windows 7. The original
Visual Studio 2008 solution is still there if it is needed.
More Lua functions:

- entity_hasSkeletal()
- entity_getNumAnimLayers()
- filterNearestEntities() to fill an internal filter buffer
- getNextFilteredEntity() to iterate over the filter buffer