Changed htl to be on by default, command now -nohtl
Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
Made some commandline variables fit the naming standard.
Changed timerbar system not to run pushes and pops if its not in use.
Put in a note about not uncommenting asserts.
Fixed up a lot of missing POP's on early returns?
Perhaps the motivation for Assert functionality getting commented out?
Fixed up some bad asserts.
Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248)
Before the poofs were creating a nasty stripe effect where they intersected with ships hulls.
Put in a special check for the signs of that D3D init bug I need to lock down.
Fixed a bug with 32bit PCX code.
Fixed a bug in the d3d_string batch system that was messing up screen shaking.
Added a couple of checks to try and stop timerbar push and pop overloads, check returns missing pops if you use the system.
Put in a higher res icon until we get something better sorted out.
added myself to credit
killed some of the stupid fscking warnings (including doing some casting and commenting out unused vars in the graphics modules)
Release builds should have warning level set no higher than 2 (default is 1)
Why the hell are we getting warning's about function selected for inline expansion... (killing them with warning disables)
FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either)
In D3D red is general processing (and generic graphics), green is 2D rendering, dark blue is 3D unlit, light blue is HT&L renders and yellow is the presentation of the frame to D3D. OGL is all red for now. Use compile flag TIMERBAR_ON with code lib to activate it.
Also updated some more D3D device stuff that might get a bit more speed out of some cards.
Added timer bar code, by default its not compiled in.
Use TIMEBAR_ACTIVE in project and dependancy code settings to activate.
Added the new timebar files with the new code.