move sync display/saving out of complicated ScreenGameplay
show sync UI in editor playback as well as gameplay
revert sync from in-memory backup, not from disk
move more functions into debug overlay
members are loaded--they'll see resets, score finalization, etc. It
also results in smaller code, due to a g++ bug that causes constructors
to be emitted several times.
SM_BeginFadingOut. We can't do this in the ctor (since it's sent during
Update now); we can't do it in Update(), because if the message is posted
with a delay of 0 (ScreenRanking), the message will be added by
ScreenAttract::Update and immediately processed by Actor::Update
before the derived Update can remove it.
NEW FEATURE: added autogen icon to select music
NEW FEATURE: toggle for easter eggs in Machine Options
NEW FEATURE: marvelous step timing togglable in Machine Options
NEW FEATURE: Grade AAAA (all marvelous)
CHANGE: Only show ScreenHowToPlay if at least one player chose easy