Try to tidy up the eclipse shaders so they're a little more GLSL120 compliant in the hope that it'll make Tichy's open source AMD driver work. Totally blind.
Damn this is complicated.
Merge branch 'master' of git://github.com/pioneerspacesim/pioneer into simplfyEclipse
Just pick from the matrix rather than doing if tests
Pre-divide srad and lrad, pass them through as a uniform.
Pass the inverse (??? i.e. 1.0 / NUM_LIGHTS) value through as a #define to the shader to avoid calculating it per fragment. Means I can avoid two divides within some nested loops.
Oops, fix that last commit!
split shadowCentre into vectors of components
fix bad bracketing in atmos eclipse shader
apply eclipses to sunsets
Merge branch 'master' of git://github.com/pioneerspacesim/pioneer into simplfyEclipse

Conflicts:
	src/graphics/gl2/GeoSphereMaterial.cpp
documentation fix: Game.LoadGame doesn't return anything
implement Game.EndGame()
add Game.SaveGame()
Guard against the case where mpResults is NULL somehow. Possibly due to a poorly timed cancellation of the job request.
Tidy up the iterator end checking in SpaceStationType.cpp
Limit docking to the applicable docking bay sizes.
Correct some lines endings.
Add method IsLeaving to SpaceStation so we can check if we're in the process of undocking.
Only add applicable options if we're not in the process of undocking.
Clear the "hasAutopilot" flag if we launching, this nicely prevents it showing any autopilot options and avoids double checking it.
Thanks to radius75 for identifying the correct fix!
I did also forget an `&` in there :/
Include the check that we're flying in the initial autopilot test.
Kind of logical for you to only be able to autopilot if you're actually flying.
Removed the IsLaunching method, changed the remaining check to see if we're actually flying.
Also fixed some line endings.