TSAGE: Fix bug #6545 "Ringworld2 - F5 doesn't create a save game the first time"

The save dialog glitched es the F5 event was already processed in
engines/tsage/core.cpp and it caused the to immediately reopen.
VOYEUR: Disable the if statement with identical statements in its branches, add a comment
TSAGE: R2R - Fix right-side scene border

The right and left sides of the scene border are actually two
different images. You could see that the colors didn't line up at
the seams, but no one even noticed. Until now.
FULLPIPE: Initialize variable. CID 1208916
NEWS: Mention added support for Chivalry is Not Dead in 1.7.0
TSAGE: R2R - Correct possible out of range accesses checks.

These had an off-by-one error in the upper bound check.
This should fix the remaining warnings reported as bug #6621.
CRUISE: Directly use assert.

This fixes an ASSERT macro redefinition when compiling the Symbian port.
See bug #6622 "SYMBIAN: CRUISE: warning: `ASSERT' redefined".
WINTERMUTE: Fix endian issues in findPackageSignature.

Thanks to somaen for looking over it too.

This also silences bug #6624 "SYMBIAN: WINTERMUTE: Warnings in base_package.cpp".
WINTERMUTE: Silence/fix some warnigns when compiling Symbian port.

See bug #6625 "WINTERMUTE: Symbian Compilation Warnings".
TSAGE: R2R - Fix Nej position in scene position. Fix for bug #6619
VOYEUR: Don't reset mansion view position after looking at rooms
Merge pull request #449 from gazben/bug6545Fix

TSAGE: Fix bug #6545 "Ringworld2 - F5 doesn't create a save game the first time"
FULLPIPE: Fix lockup on game start
AUDIO: Added stup for MP3 audiostreams in AVI

This is used in German release of Full Pipe. Unfortunately our
current MP3 decoder cannot work with streamed MP3s, and bails out
at the AVI header since there is no full MP3 header yet.
TSAGE: Fix for R2R game/help dialog not accepting Fn keys
SCI: fix coordination translation for 480x300 mac
GRAPHICS: Allow client code to specify TTF render mode.

This allows clients to use the default FreeType2 render mode instead of light.
We really only use light as default because that's what looks best with the
font we use in our GUI right now (which is the same reason why formerly light
was always used in non-monochrome mode).