E2 holo: add holoBoneScale
Merge pull request #403 from natrim/holoBoneScale

E2 holo: added holoBoneScale
Fixed unlinking all printing to all players
Fixed spawn position of some screens
Fixed RT offset for small tv model
E2: ang,vec2,vec,vec4,quat - array access/write
Merge pull request #411 from natrim/arrayaccessed

E2: ang,vec2,vec,vec4,quat - array access/write
Oscilloscope: MakeWireEnt'd
Rewrite in the works
E2 File Writing: Fixed failing if directory didn't exist
Fixes #321, probably
Added table:ncount()

Added table:ncount(), a function that returns the number of elements which have numerical and sequential indexes.
Fix #406. EGP polys draw on correct side of screen

EGP's Poly object now uses render.CullMode to draw clockwise vertices.
The E2 functions egpTriangle and egpTriangleOutline now use Poly and
PolyOutline.
Merge pull request #415 from wiremod/bidirectional-polygon

Fix #406. EGP polys draw on correct side of screen
Fixed SPU to use OnFileOpen
Fixed #413. Hope this works :)
WireToolObj: Releasing shift now sets stage to 0 immediately
Fixes #414
Oscilloscope: Added convar wire_oscilloscope_maxlength
I tried using just 2 NWFloats instead of 2*length, but couldn't make it
backwards compatible and immune to both serverside and clientside lag
Addresses http://www.wiremod.com/forum/showthread.php?t=32094
Removed two resource.AddFile's
Superfluous, now that we have resource.AddWorkshop
Fixed the Debugger breaking if something outputted nil
Constant Value: Fixed rightclick not sending values to server
Hydraulic, Winch: Refactored, merged together, much tidier!
The only original difference between the Winch and the Hydraulic was a single
boolean in the elastic, StretchOnly. Over the years, extra features have been
added to each, and the codebase had diverged significantly.
They are now united under the name "Hydraulic",
with a checkbox "Winch Mode (Stretch Only)" enabling the old Winch behavior.
Old dupes of both types should be backwards compatible
Features new to both:
Inputs In/Out are now a multiplier, base speed is now configurable in CPanel
Added output "Target Length", as "Length" outputs the current distance
Setting Constant or Damping to 0 now resets it to default (based on weights)
Fixed sliders being wonky (lol just kidding)