Fix SolidMasks in editor mode when no viewport is opened. Do not re-put SolidMasks every frame on movable but non-moving objects.

Selecting a GL context during SolidMask initialization is not a very good solution. But as long as SolidMasks are stored in graphics surface we have no choice.

A better solution would be to generate a dedicated (non-OpengL) surface for SolidMask data on object loading. But then objects that have SolidMasks would need to be tagged somehow.
Fix moving SolidMasks.
Fix "ParentKeyName" assertion when a script error occurs during scenario object initialization.
Fix some null pointer errors in power system when objects are destructed.
Fix CrewSelector HUD for non-Clonk crew memebers
Added helper function LogCallStack.

Useful when you need a stack trace but don't want to break execution flow.