unlock movement & camera when activating spirit form on seahorse
animation editor: fixed widescreen bug that caused bones to jump a distance to the left when clicked. reposition mouse only if necessary. one additional output text.
sync with icculus repo
more ignore
restore debug.log output on non-win32 platforms
randVector() & generateEmptyTexture() cleanup
Added support for world maps in mods.

Mods with a <Properties hasWorldMap="1"> tag in their XML definition
can now open a native world map like the original game.

Fixed an oversight that the world map visited area was updated
while the editor was open.
Fixed missing field in worldmap.txt saving.
Removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.

The game does now read _mods/#/data/stringbank.txt from a mod and merges
it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt
as a full replacement.

Load _mods/#/[map|premap]_mapname.lua scripts to properly
initialize the Naija map token.

Improved the builtin worldmap editor a little.
Use mods root dir for the files that were in data/ subdir before. Little correction for my prev. patches for compatibility with the iPad version.
animation editor: fixed widescreen bug that caused bones to jump a distance to the left when clicked. reposition mouse only if necessary. one additional output text.
SceneEditor: Add support for grid map dumping (in TGA format).

This allows reconstructing the map templates, which were never shipped with the game.
Revert "SceneEditor: Add support for grid map dumping (in TGA format)."

This reverts commit 1ee532f39efcddfadcc803f3fff1670c6fc3db3a.
Revert "animation editor: fixed widescreen bug that caused bones to jump a distance to the left when clicked. reposition mouse only if necessary. one additional output text."

This reverts commit 5c1169727c8f05ab77c8f8d4d8676dbd752314a5.
animation editor: fixed widescreen bug that caused bones to jump a distance to the left when clicked. reposition mouse only if necessary. one additional output text.
Core: tgaSave() should free memory passed in. SceneEditor: Add support for grid map dumping (in TGA format).

This allows reconstructing the map templates, which were never shipped with the game.
This patch also fixes insane memory leaking when taking screenshots, or dumping screen frames.
Little path correction for win32, this repairs screenshot and frame dumping functions.
minor script fixes

- restored leach.lua 1.1.1 compatibility (entity_*TargetLeaches still works)
- fixed possible script warning when picking up a collectible
- made energy bariers ignore damage
additional seahorse/Li spirit form/riding fix.

This patch enables movement after going into spirit form while hugged,
and fixes getting off a seahorse if returning near an actual spirit crystal.
Fixed positional audio & pitch shift.

Apparently this was half implemented but not fully finished.
Mono samples work fine, for stereo, L/R panning does not work (due to OpenAL's limitation)
Also fixed: entity sounds should not play if a cutscene is currently skipped.
Positional audio fixup.

- Finetuned default distance by aspect ratio
- Added a hack to allow entity_sound() to use freq values around 1000 instead of changing all related scripts
- Changed anglerfish bite pitch, 40% only sounds awkward
Fix some small performance bottlenecks:

- Vector interpolation. Also removed unused interpolation trigger events.
- Game::collideCircleWithGrid()
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender