XC_Core version 2 update

== Merged UBinary into XC_Core
UBinary updates:
- Cannot write files outside of the game's main directory.
- ANSI raw text writing mode (statlog style).
- Works in Linux due to fixed file manager usage.
- SerializeString reformatted, can load/save in ether ANSI or UNICODE character formats.
*** Breaks compatibility with older binary files that used SerializeString
*** UNICODE saving not supported in linux (Linux strings are all ANSI, so ANSI save mode is selected)
*** UNICODE loading truncates chars to ANSI in linux


== Natives:
Optimized MakeColor native.
Changed the Actor|Actor operator into Object|Object.
Added StringToName native.


== Globas:
Added SortStringsA global (moved from XC_Engine, optimized).
Added SortStringsSA (static array version).
Moved XC_Engine's class cache structs and code into XC_Core.


== C++:
Created FPlatformAtomics macros (based on UE4 code)
These give the user basic, crossplatform access of thread safe atomic operations.
See Atomics.h (you need to include XC_CoreObj.h)


== Other:
Added missing XC_Core.int with the required commandlet definitions.
With it you can use the commandlets:
- LZMACompress
- LZMADecompress
- StripSource
- DeobfuscateNames

Exposed some more source code.