Lots of compose changes, interim checkin

- Import statement now sort of working
- We're parsing imports and tracking namespaces
- Still need to do symbol lookup in alternate namespaces though
- Restructured .cmp files, now that we're importing it made sense
- Each file contains one or more components/entities
- Before each file contained one they were categorized by directory
- Now they are all in the root directory
- Chose to use a /scripts/cmp/ path convention for all script directories
- What this means is that you can have different script directories,
  but they must all be rooted in a /scripts/cmp/ root
- Convention over configuration in this case, and for now it makes sense
- Compiler no longer blows up on errors, and just prints to the output
- Messagehandler routine can decide to blow up, or do whatever
- cmpc messagehandler just prints the error and exits
- Added "none" and "this" keywords, which may be used for setting
  parent, not sure yet
- System apis are now in the '$' namespace. So, for system api "foo",
  you would call with $.foo(...)
- This clearly identifies system apis in code and avoids any naming
  conflicts wiht compose functions people write
- And it's reminiscent of jquery, if you're familiar with that
- "entity" is now a type
- This means you can declare a variable of type "entity", and assign
  it to an entity you're creating
- This opens up all kinds of possiblities, like entity factories
- Had to shoe horn it into the grammar, as "entity" is used both
  to define and declare enetities
- But, we have grammar rules with no conflicts that support both
  uses of the same keyword
- Added entity "stage" to Entity class
- As entities are declared, they get added to the stage
- If they get placed in the game engine, they will be removed from
  the stage
- In this way, we can track memory wffortlessly
- I need to make a Handle stage as well, to ensure we clean up
  handles that are created by compose scripts
- Compiler still needs work, so we're checking in changes to .cmp
  files, but not to the resulting .cpp ore .cmake script files
- Those will get checkedin when evertying is working as it should