* Slots for custom post processing effects
Post processing effects such as tint or dithering have their uniforms hardcoded, which means the only want to create new post-process effects for a mod is to overwrite an existing effect.
Requested for DEM2, this PR creates 4 blank slots for mods to create new post processing effects--2 floats and 2 vec3. This approach to create blank slots for modders follows the successful strategy used for Custom_Controls 1-5.
Note, this PR also adds `tint` to the default `post_processing.tbl` which had it missing (even though tint is a valid effect with a valid uniform buffer already).
Happy to discuss more or edit however.
* fix ordering
* Create the ingame options game state
* Base working version of in-game options
* Cleanup + Optimization
* Localization pass
* more cleanup + documentation
* tooltips on option hover
* documentation and better inbounds check
* match case
* format strings instead of direct strings
* unused parameter
* address feedback
* localization id conflict with master
* Add this line back in
* pass the new option flags as well
* resolve xstr id conflict
A bit of cleanup, refactoring, and bugfixing...
1) The supernova code now uses enums to represent states, and those state transitions now all happen in `supernova_process` instead of being scattered around.
2) Some state transition bugs were fixed - e.g. the HUD is now disabled when the camera cuts to the external view, instead of when the camera stops moving; and the particles start and the simulation stops when the comments say they do.
3) There is now a game_settings.tbl flag to make the HUD countdown timer reach zero when the supernova hits, instead of reaching 5s. This only affects the HUD display; actual timing is not changed.
4) Don't apply lightshafts if the supernova glare is in effect - partial fix for #4152.
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.