Update sync PVP to use transpiledCode
Fixed a few UX issues Chloe found.
Round inferred cooldown docs. Show grabber/grabbing cursor when Surface is enabled, playing, and zoomed in.
Re-enabled branchingGroup A/B test. Restricted Builder's Hammer in The Gauntlet.
Update problem alert width to be more dynamic
Fixed a harmless bug where the Lank would try to add new sprites to old containers.
Shapes now handle radial gradient fills. Handled one sprite (new Anya attack) export including initializing a container with movie clip arguments for no apparent reason, so loosened SpriteParser a bit to handle this.
Fixed multiplexed-by-code-and-spoken-language component documentation i18n.
Getting a few more placeholder stats filled in automatically in ItemDetailsView. Showing buildTypes for Builder's Hammer docs. Fixed font casing / humanizing for skills granted.
Added detection of suspect code fragment deletion. Implemented Chloe's styling advice on restricted items. Fixed purchasing items clobbering inventory changes.
Adding i18n to skill docs.
Propagated i18n.
Properly using the skill docs i18n. Fixed issue with markdown getting to #{spriteName} before our replacer did.
making the editor error more visually distinctive
Merge branch 'master' of https://github.com/codecombat/codecombat
Press enter to start level, esc to skip real-time playback. Reduced likelihood of repetetive aural say messages. Updated required code for Bonemender.
Fixed play footer in new styling regime.
Turned off dead Thang underlayering when in the air.
Fix sync PVP opponent syncing issue

Ripped out backfire from PlayLevelView so we have more control over
data synchronization.  These changes should wait properly for the
opponent data to load before blazing ahead, after a PlayLevelView
reload.

Fixes #1767
Totally hid code stepper toolbar for now, since it's proving difficult to make room for it in the new design.