Initial commit for Windfall
External libraries, OpenGL window, Config system

Added GLM, GLFW and GLEW libraries for OpenGL stuff
Made a window appear! wooo
Made a rudimentary configuration system, using just strings for now
(conversions done on the fly when you need an int).  Can parse command line input too.
Added timings, test renderer
Added shader,texture,vbo,camera and versioning for cmake

shader, texture, vbo and a camera class based on glm matricies
versioning adds the git commit hash into the source code to make tracking easier.
Got Awesomium renderering (albeit zoomed out), improved logging

Shaders all up and working with Awesomium providing texture for now
Linked renderers together so that they all get resize messages
Awesomium is awesome.
Mouse/key input, Kendo UI

Linked GLFW mouse/keyboard input through to renderers, most notably Awesome
Downloaded Kendo UI [kendoui.com], which looks pretty neat.
Console within Windfall works

UI works to the extent that there's a window containing the log

(also the previous commit might have been a bit sparse - forgot to add modified files!)
Javascript and bug squashing

Lots of javascript changes, improved the way the back buffer is sent
Got debug console working (it will even eval() your input on enter)
Found that GLFW doesn't generate onKeyChar message for ENTER, so Awesomium
wouldn't send it to the input text box.  That was fun.
Changed to unminified kendo-UI, to allow me to change their window

Changed the kendo-UI window to maximize only into the extents of it's parent
(it can still be dragged while maximized, but it's a start).
Made strides in the debug console input actually evaling usefully.
It should pretty-print objects, using JSON.stringify()
Element browser now working really well.

Gave up on jQuery .data method of storing references and just declared
a global object to store each tree node->object reference.
Tidied up the code considerably and refactored the syntax highlighting
out so that anything/anybody can use it.
Started to add landscape

Added a landscape VBO, hex-style grid all in one triangle strip!
Made a shader that reads height data from the red channel of an image for the
height of landscape.
Made use of the Camera class
Tidied up the javascript a little
Made UI.static an object that gets automatically saved when quitting, and
reloaded when starting again, so you can save stuff there.
Made UI.static.autorun, which is an array, each member gets call()ed if it's a function,
or eval()ed otherwise at startup.
Modularised the UI, fixed the LOD pointers (oops)

LOD pointers in the VBO are in bytes, I was accidentaly using floats.  Silly.
The UI is now modularised, so I can easily add parts
Added camera module, with corresponding C functions to control it.
Included jquery easing, you can use it to ease the camera movements.
Landscape with texture

Grabbed a heightmap from an old project, with a texture file
which makes everything look massively better.
Textures that don't come with a mipmap will get one generated for them
Refactored shaders, added detail to landscape

Completely re-did the shader loading code, to allow :include statements,
so that files can include other files.  There is no check for infinite-loop
inclusions, though.
Added a detail texture, and made the shader use 4 lookups to add a bit of roughness
to the landscape.
Finished landscape tile stitching

Fixed the stitching code, added a pseudo-random noise function to
the land height vertex shader, to rough it up a little
Bumpiness

Made the land shader offset vertex position base on the ammount of bumpiness
(blue channel) in the texture.
Added another module, 150useful.js for useful functions like smooth changes and cat files.
Created UIHelper, which just adds callback functions.  Used at the moment for interacting
with shaders, shaders.list() and shaders.setUniform1[fi] functions.
Changed readme to markdown format.
Loading, QuadTree, Patches

New Loading screen, and gubbins to go along with it.  Doesn't actually do much yet...
Divided landscape into patches, and made a quadtree to hold them.  Will be doing frustum culling / LOD soon.
Corrected QTree

Made a TGA loaded that allows me to keep the data hanging around, and then do
lookups into it to find heights.  This allows the QTree to know how large it should be
based on the land heights.
Changed QTree algorithm

Instead of merging QTree branches, I made the QTree split from the biggest down.
This seems to be smooth even upto 2048*2048 (4 million) patches.
Added a static drawQuad method to VBO

Moved quad drawing from Awesomium into VBO, so that
I can use drawQuad for drawing easily into FBOs.