Don’t enumerate over hidden OS X files.
Change the default OS X application class to SDLApplication: that way Clang doesn’t complain about the NSApplication duplicate protocol implementation.
Skip Unix hidden files that begin with a period.
Use FileSystemRepresentation when possible on OS X:
This function returns a c-string that IS safe to pass to low-level file functions, like open.
Better file handling on OS X.
OS X: add a few autorelease pools.
Fix an over-release bug.
Merge branch 'backToGabu'
Fix a memory leak.
OS X:
Only return the number of actual elements in the array.
Oh hey, we can use Objective C code and C++ code in the same file.
Messing with the Xcode project.
Slowly working on it…
Added the ability to skip not-yet-seen dialog

NOTE: This requires the common.dat in v1.0.1 of MLI to function
properly.  Don't sync to this revision until you've downloaded that
through the updater.

Added a toggle button in the options menu to enable players to opt to be
able to skip dialog that they haven't seen yet.
Seperate the settings into another branch.
OS X: Account for Mavericks’ change in behavior for LaunchServices-launched apps.
This includes apps launched via Finder.
Merge remote-tracking branch 'GabuEx/master'
Fixing text caret issue

Everything drawn in MLI goes through the Image class, which takes the
game surface resolution into account - except for the caret in prompt
overlays, which is just drawn as a rectangle.  This fixes things by
making the caret take the screen scale into account as well.
Fixing uninitialized variable in DialogCharacter::OneTimeEmotion

leadInTime in DialogCharacter::OneTimeEmotion, if it doesn't exist in
the XML definition, never actually gets initialized to anything.  We
should initialize it to 0.  (Thanks to cabbage, who pointed this out on
the forums.)
Merge pull request #10 from MaddTheSane/backToGabu

OS X fixes and optimizations
Fixing merge

Fixing what looks like a bad merge for the OS X stuff that caused a
build break.
Fixing a crash in ShowDialogAction

The previous change to delete pDialog has an edge-case it brought to
light where we were expecting pDialog to still exist even though we're
not actually really doing anything with it.  We should make
ShowDialogAction resilient against a NULL pDialog and not crash if it's
NULL.