Documentation: Move mkxp.conf description into sample conf
FileSystem: More stringent RGSSAD header checks
Refactoring
Rename typedef and fix wrong documenting comment
TileAtlas: Slightly optimize out some allocation

User vector instead of list for colums.s
Bitmap: Don't unbind shader after render op

Since all rendering is now shader based, there's normally
no reason to ever unbind a shader program.
debugwriter.h: Use std::newl instead of '\n'
Graphics: Don't unbind shader
GLState: Add bound shader program to managed state

Squishes a handful of redundant binds per frame.
README: Mention cmake and fix some wording
Add comment
Revert "Font: Adhere to spec and set Font.default_name to "MS PGothic""

This reverts commit c9423164d48b4a383b046873a883e6242fe98825.

Turns out the spec was not adjusted correctly for the
English RGSS version; the de facto default is "Arial"
after all.
Bitmap: Fix #get_pixel returning bogus values

We never bound the Bitmap FBO to the READ binding point,
so glReadPixels was blindly reading data off of whatever
was last bound there.
BltShader: Correct algorithm as provided my /cremno

The color calculation is now actually 99% correct!
Fixes #14.
Bitmap: Make #get_pixel/#set_pixel more accurate

This gets rid of the "batch/flush" semantics for #set_pixel
and instead just directly uploads the pixel color to the
texture, circumventing the float conversion entirely.
Also makes a lot of code simpler in many places as calling
'flush()' is no longer required for bitmaps.
Bitmap: Remove leftover 'flush()' calls
MRuby-Binding: Fix etc accessors not using getter/setter functions
Input: Implement RGSS3 functionality in bindings

Ie. using symbols instead of Input:: constants to query
button states.
mkxp.pro: Add RGSS3 config define
Sprite: Implement wave effect (RGSS2)

This initial implementation emulates the way RMVX splits
the sprite into "chunks" of about 8 pixels, which it then
scrolls left/right on a vertical sine wave. It even
replicates the weird behavior when wave_amp < 0, namely
"shrinking" the src_rect horizontally.

As with bush_opacity, this effect in combination with
rotation will render differently from RMVX.