- put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model
- same for glowpoints, back on a per-ship basis
- put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently)
- fix glowmaps for shockwaves again
- add support for animated specmaps (mainly for TBP and Starfox mods)
some minor code cleanup and compiler warning fixes
Added the deal-with-ship-loadout SEXP. It's only temporary but it give people an option other than having to roll their own events to fix up loadout at the end of a mission.
Added the num_assists SEXP to complement the num_kills one.
Updated the is-ship-class SEXP so that it can also act as was-ship-class for departed and destroyed ships.
Updated change-ship-class to work with ships that aren't in the mission yet.
Updated sexp_modify_variable to actually do the multiplayer callback that V had noticed was needed but never actually added.
newer OpenGL extension support
add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics
add cubemap reading and writing support to DDS loader
fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required
add support for a default envmap named "cubemap.dds"
new mission flag "$Environment Map:" to use a pre-existing envmap
minor cleanup of compiler warning messages
get rid of wasteful math from gr_set_proj_matrix()
remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there
clean up bmpman flags in reguards to cubemaps and render targets
disable D3D envmap code until it can be upgraded to current level of code
remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping)
replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call
add a pause/unpause for parsing so that we can safely start parsing something new then continue parsing something old
make Mission_text and Mission_text_raw only use the memory needed, and free it when it doesn't need to parse anymore
(should work ok with FRED2, but I wasn't able to test it)