Refactor: change how menu buttons are created
Move frontend menu widgets down a little
Widgets now render using their highlightColor when highlighted.
Fix keyboard traversal of menu items
Keyboard traversal of menu items now respects key held
Make first widget the highlighted widget in a scene
Remove deprecated button.lua
Fix potential nil exception when pressing enter on a menu.
Fix crash when running the path editor.
Fix bug where graphics.fillscreen wasn't filling the entire screen on lower resolutions.
Move path editor functionality to base scene class so it can be viewed from any kind of scene.

The Path Editor could only be brought up in game scenes, but I see no reason to prevent us from using it in menu scenes or exploration scenes.
Added simple UI Editor

For now, all this editor does is show your mouse position in screen space. Still, this can be useful for determining where you want to add UI widgets without a code/execute trial-and-error loop.
You can now draw rectangles in the UIEditor to help measure positioning values.
Fix bug with widgets highlighting incorrectly.
Added news box to the title screen.

This box will show small blurbs of "news" that highlight what is currently going on in the game.
Remove loveframes usage from the contractScene.
Remove the loveframesPrototype.
Make loveframes compatible with love 0.9.0
Make our game compatible with love 0.9.0
Added a little more dialog to FailFirstMissionScene.