Save spinbox spinning state to save game.
Save/load crate state. Fixes #167.
Remove useless space around "::" in function definitions.

This was done using the following quick’n’dirty script:

    #!/usr/bin/env ruby
    Dir["**/*.cpp"].sort.each do |path|
      print "Formatting #{path}... "
      str = File.read(path)
      str.gsub!(" :: ", "::")
      File.open(path, "w"){|f| f.write(str)}
      puts "Done."
    end

    puts "Finished."

Cf. ticket #87.
Add some fixmes
Disable level editor when the "Enter" button is clicked. Fixes #148.

Use the "Edit" button if you want to edit a level (why do we have
that button, hmmmmm?).
Merge branch 'release-2.0.0' of git://github.com/xet7/SMC into release-2.0.0
Comment out uid collision check for improving level load performance.
Add Ragtime music by Johan Brodd.

Source: http://secretmaryo.org/phpBB3/viewtopic.php?f=11&t=5062#p31079
Add mono music by aakburns.

Source: http://secretmaryo.org/phpBB3/viewtopic.php?f=11&t=3404#p20481
Add maximie music by aakburns.

Source: http://secretmaryo.org/phpBB3/viewtopic.php?f=11&t=1944#p11683
Merge branch 'brianvanderburg2-release2.0-fix-spinbox-save' of git://github.com/Secretchronicles/SMC into release-2.0.0

Conflicts:
	smc/src/objects/spinbox.cpp
Make player’s Z position a constant in cSprite like all other Z base values.

This way it is possible to get an overview of all relevant Z borders
by just looking at the definitions in cSprite.cpp.
Exclude overworld waypoints from the Z correction. Fixes #126.
Fix massivity toggling of multiple sprites assigning incorrect Z coordinates.

The previous implementation retrieved the Z coordinate from the last
object of the same type, rather than the last object of the same
massivity. However, is is actually likely that for example a
middle-left tile sometimes is passive (used below a halfmassive
platform) and sometimes massive (used as a wall below a massive
platform or on itself).

The new implementation uses the new internal Z mantissa, which has
already been used when loading a level from a file. However, toggling
the same object over and over again will increase the mantissa more
and more, leaving unused Z coordinates below it. Maybe a cleanup
function should be added that lowers Z coordinates of objects when
empty space is detected below the mantissa; even better would it be to
not even let this empty space be created, but that appears difficult
without adding performance impact (iterating through the list of all
sprites) which is exactly what the use of the mantissa is intended to
prevent.

This however constitutes only a small drawback, because there are
plenty of Z coordinates available, and when the level is saved and
loaded later on, Z coordinates are reset to gapless ones when the
level is loaded.
Start replacing 0.00001f by cSprite::m_pos_z_delta.

Magic numbers are bad.
Add skyscrapers background by Dreamer.

Source: http://secretmaryo.org/phpBB3/viewtopic.php?f=10&t=4268#p28719
Add automn tree by Crabmaster and mrvertigo27.

Source: http://secretmaryo.org/phpBB3/viewtopic.php?f=10&t=3585#p25802
Add candle graphic by crabmaster.

Source: http://secretmaryo.org/phpBB3/viewtopic.php?f=10&t=3585#p25098
Replace green ground with graphics by crabmaster.

Source: http://secretmaryo.org/phpBB3/viewtopic.php?f=10&t=3498#p21413
Add "Morning in a castle" music by Nearbu.

Source: http://secretmaryo.org/phpBB3/viewtopic.php?f=11&t=4094#p25747
(cherry picked from commit 3599c6f7a0543fa0229d0af5983dba082a04e2a1)