* The rightmost column is now mostly dedicated to non-modifying operations – eyedropper and zoom are moved there, pushing the 3 palette buttons down in town mode.
* Set Starting Location and Set Town Boundaries moved from the menus into the toolbar.
* Place Same Creature and Place Same Monster removed, since placing a monster or creature no longer resets the mode, so you can place as many of the same one as you like.
* Erase Town Entrance removed – what is it even good for? Removing the entrance without removing the town terrain is nonsensical. A town entrance can now be erased just by painting over it.
* Copy Item, Copy Monster, and Copy Terrain added. The latter copies a rectangle of terrain.
* Paste Special is removed. Instead there's a generic Paste button which pastes whatever type of thing you copied last, whether it be a special, a monster, an item, or even some terrain.
* Horse and boat no longer share a row with road. Instead, some of the fields have been reshuffled, so now fields take up three rows (though not three complete rows)
The limit of 3 saved item rectangles has been removed - you can now add as many as you want.
However, the 1 per town limit is now strictly enforced.
The saved item rectangle is now shown with a cyan border when editing town.
All controls now store a reference to their direct parent,
whether it be the dialog itself or a container control.
Every dialog control now has a guaranteed parent, which abstracts away
the three possible types of parents (dialog, container, and plain window).
The control name is now stored in the control from the moment it is parsed from the XML.
This means that it's set before the parseContent function, though after parseAttribute.
With the new format, Author and Contact info are formatted onto the first line in the scenario picker display. The scenario designer gets 1 line to write a teaser.
Fix#593
Also fix a bug where scenario ratings were appearing as integers ingame instead of the correct "G", "PG", etc.
* Changed shop purchase sound effects where Yum! definitely didn't fit. For alchemy, mage spells, and priest spells, I made the sound the same as the sound when you perform those actions. I figure this actually makes sense because the teacher would show you how to do the thing.
* For skill training, I made the sound be the same as leveling up. I think this makes sense.
* When something is too heavy to pick up, the "Argh!" labeled as 'Action Failure' in the editor sound picker makes a lot of sense--you tried to pick it up and were frustrated.
* I changed beep() so every platform just plays sound effect 1, the one labeled "low beep" [here](http://openboe.com/docs/editor/appendix/Sounds.html) that's labeled "Cancel target lock" in the editor picker. I think this reasonable.
* Removed `ding()` which was an unused alias for `beep()`
* DRY, standardized window top offset
* handle_splash_events() handle multiple events per frame
* accurate windows menubar height for multiple rows
* Windows filter a resize event triggered by the menubar
* windows expand small window to fit menubar
* splash screens draw in view rect, not window rect