Move scripts to files, to make automated overriding easier
Update README
Create screenshots dir on startup, if necessary
Display error if mod downloader failed to rename temp file
Add option to hideInGameMenu() to cancel the options menu if it's active.
Replace A* pathfinding with much faster jump point search.

This also fixes entities glithing through walls, as diagonal cracks
were assumed walkable.
Little optimization for molestPath()
Should actually upload the file in question...
Lua API stuff:

+ isScriptedEntity()
+ findPath()
+ castLine()
- fix off by one in isObstructedBlock() (lower+rightmost row/col missing)
vcproj update
Fix linux/osx build
Fix OSX build with SDL1.2 (nasty, nasty)
Fix linux build, once more, now for real
Add Lua functions (+ related text class changes):

- text_getHeight()
- getUserInputString()
Reload stringbank on map editor map reload
Lua API: Setter/getter for gravity
Fix animation editor problems: Undo buffer memory hoarding, add warning if saving failed.

Thanks to Peri for finally making me fix this.
Add fileExists() Lua function
Get rid of some unnecessary float<->int casts + some new Lua functions:

- filterNearestEntitiesAdd()
- getEntityToActivate()
- setEntityToActivate()
- hasThingToActivate()
Respect more nodes' active status: PATH_STEAM, PATH_WARP, PATH_RADARHIDE, PATH_WATERBUBBLE, PATH_ZOOM.

These nodes will no longer do their thing if active is set to false.
node_[is|set]EffectOn() is now an alias for the node_[is|set]Active() functions.

Also add getMaxCameraValues() Lua function.