Gather some data about the heightmaps, and pre-convert them doubles instead of doing it every single bloody time they're used.
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into UnifyHMaps
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into UnifyHMaps
This is a noisey commit due to a few const changes.
The actual meat of it is a new TerrainColorEarthLikeHeightmapped.cpp file which splits the heightmap using branches out of TerrainColorEarthLike.cpp and simplifies them both in due course.
Also TerrainColorTFPoor.cpp no longer has the heightmap branches since IT NEVER USED THEM.
Assert and const again.
Assert bounds check and if null checking.
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into UnifyHMaps

Conflicts:
	src/TerrainBody.cpp
Embed Scroller of SmartTable in ui:Expand to make it work again.
Begin to add fresnel effect shader.
Modify SectorView to show a hyperspace jump distance sphere around the players current star system.
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into FresnelSphereJump
Quick and dirty attempt at the fresnel sphere effect.
Not working, need to test with a colour gradient I think.
Problem solved, it's because I'm tired and dumb :)
Experimenting with scaling the jump disk projection to its correct chorded length through the hyperspace jump sphere.
Getting something wrong somewhere but progressing slowly.
This is starting to make my head hurt
Added a slghtly more customisable constructor to the Disk.
Set it to use the DotProdct / Fresenel-like shader.
Reset the far threshold for switching to dot view.
Expand the cached system distance.
Draw more systems from the cache.
Store then draw the sector bounding lines, redy for future improvements or changes.
Re-extend the far threshold for switch to the far sector view, this time also change the far value of the perspective transform.
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into FresnelSphereJump

Conflicts:
	win32/vc2012/graphics/graphics.vcxproj
Change blending limitations based on feedback a bit.
Reject back projected system name labels.
Remove the pragma optimize.
Abandon the clever chord finding code and use as is for now.
Add a comment explaining that I'm unsure whether to set the depth and blending options there or in the material.