Spacing
Graphics: Transition without previous freeze is a noop
MRI: Graphics: Bind resize_screen
MRI: Actually define '$MKXP'
Config: Add 'preloadScript' entry to run raw scripts before the game scripts

Useful to insert common code, wrappers etc. without touching Scripts.rxdata.
Input: Fix keyboard bindings (RGSS1 and 2 differ), add numpad enter -> C binding
SoundEmitter: Optimize source allocation strategy a bit

If no source is free, instead of seizing the lowest priority one,
first try to find the lowest priority source with the same buffer
that is about to be played and use it. Otherwise, take lowest priority
one as before.
SoundEmitter: Make SE source count configurable

Default is still 6.
SoundEmitter: Only detach/attach buffer if necessary
Silence "unused param" warning in release mode
Wrap include in feature macro
Bitmap: Fix blitshader draw_text path not taking squeezing into account
Tilemap: Remove RGSS2 viewport setter

This class is not used in RGSS2 at all.
Core: Remove ifdefs that don't influence RGSS specific behavior

This is the first step in eliminating the build time RGSS
versioning.
Merge separate RGSS version build configs into one

Setup active RGSS version at runtime. Desired version can be
specified via config, or as default, auto detected from the game
files. This removes the need to build specifically for each
version, which should help packaging a lot.

This also greatly reduces the danger of introducing code that
wouldn't compile on all RGSS version paths (as certain code paths
were completely ifdef'd out).

This can be optimized more, eg. not compiling shaders that aren't
needed in the active version.
Print RGSS version on startup