Basic redesign prototype for resources bars

* Resource bars changed to prioritize income display
* Reserve bar given low priority, placed at bottom
* Energy bar now goes green when overdriving, though a second cue should be added as well
Fully converted resource bars to new design

* Added orientation parameter to chili progressbar, default is "horizontal"
* All resource bars now use vertical progressbars, rather than horizontal ones, in order to avoid dominating the design, while still being visible and useful.
New comm selection system with five premade comms
Resource storage stats in resource tooltips
Merge branch 'master' of github.com:ZeroK-RTS/Zero-K
Added Colourblind mode to resource display
Merge branch 'master' of github.com:ZeroK-RTS/Zero-K
Cleaned up resource bar code
Merge branch 'master' of github.com:ZeroK-RTS/Zero-K
Improve start to be more consistent with in-game colours and values
Lessen crackling effects in beep4.wav
Use the decrackled placing sound.
Sea Balance Update:

Snake gains about a 40% increase to firing arch and turn rate. Damage comes more burst based, able to 1-hit sea raiders.

Hunter Torpedoes slowed on initial release and given higher acceleration and tracking to reduce miss chance. Impulse marginally increased to improve ability to fight raiders.

Skeeter turn rate increased slightly.

Warlord speed heavily decreased (2.7 to 2.2). Cost decreased 5%.

Duck range buffed back up slightly.
Merge pull request #110 from RyMarq/master

Sea Balance Update:
Merge branch 'master' into decrackled_beep

Conflicts:
	gamedata/sounds.lua
Snake should reliably fire at things below and to the sides of it.
 * Fire arc 45 -> 200 degrees.
 * Moved fire point backwards.

Sonar distances:
 * Skeeter 300 -> 350
 * Urchin 320 -> 450
 * Conch 250 -> 400
 * Solars are no longer closed by allied Outlaws in 91.0. Apparently the order of script.HitByWeapon and gadget:UnitPreDamaged is reversed between engine versions.
 * Reduced the size of the Outlaw wave to better represent its size.
 * Added On/Off state to New Unit States. For some reason it does not work with radar towers but I doubt anyone cares about that. The issue is probably some interaction with the stall gadget.
 * Removed On/Off state for Halberd because it does nothing.
Fixed Mex aim point such that it is not below sea level (that caused units to sometimes harmlessly shoot the sea).
Djinn place Lamp progress obeys status effects.
Hunter and Snake tweaks to improve function.