The crash in #5514 appears to be caused by some of the graphics code not being in the expected state for the synchronization. Looking at the code in `render_frame()`, a `gr_flip()` happens after one frame ends and before the next frame begins. That implies that this `gr_flip()` should not be here, as it is in the middle of a frame. For additional evidence, `gr_flip()` modifies the "uniform buffer manager" state, and that is part of the stack trace preceding the crash. Removing this `gr_flip()` fixes the crash.
The strange thing is that this code *doesn't run at all* while the campaign editor is active. I verified this by adding a MessageBox in place of `gr_flip()`; the MessageBox doesn't display until the campaign editor is exited. And yet, FRED crashes with `gr_flip()` present and doesn't crash with it removed. This calls for a new category of bug; I propose "spookybug", from spooky action-at-a-distance.
Fixes#5514.
* initial semi-working version
* better implementation of play and add stop and music.tbl viewer
* let the music window lose focus
* some cleanup
* add autoplay, next, previous
* use graphics
* Better dialog layout and allow ignoring files from the player list
* Make betterer
* a touch more cleanup
* revert this change
* missing bracket from merge conflict resolution
* address feedback
1) Fixes the ship and wing dialog resizing for both sexp help and arrival/departure cues
2) Restores the sexp help in the Mission Goals dialog, which had been broken since the mini-help-box was added
This mostly meant for special docker standalone server builds where it
might be useful to have full release performance but also have the logs
available if necessary. This now always compiles the log statements but
enables or disables them with a constexpr so they should not appear in
actual release binaries.