Ability to maintain two seperate lists of busts added with a third "forced override option".

Busts in classes.resources.busts.OverrideBusts will always be used.
Otherwise, any bust present in EITHER classes.resources.busts.GatsBusts OR ChesireBusts will be used.
It's setup so that Chesire or Gats can be given priority. It can then be further configured to enable or disable fallbacks. Ie, give preference to Gats and disable fallbacks - you will only see Gats' busts and never see chesires.
There's also a toggle to completely disable busts.

Need to wire up some kind of Options UI to this stuff now.
Options blurgh. Too tired to finish this off for now, FOR TOMORROW HUE.
Tweaked some module swapping mechanics and button handlers.

Player name now has 3 states; empty (length == 0), "uncreated" and actual name.
The three states drive the default movement between modules. Once the players name is "uncreated" we know the player has at least been shown the first scene in the creation process. Thus, the data menu will flip it's "back" control to either the main menu OR to the primary output dependant on the state of the players name.
The options module should now do something vaguely similar.
Made the "No" option when attempting to create a new character after the game already has valid character data live actually work. Also made No properly reset the main menu elements.
Inverted the order of "Yes" and "No" to confirm new character creation to remove the possibility of accidental double clicks trashing player data.
Bust priority now works, got some more options to add and then I need to make the layout look nice.