Start setting up to use a fullscreen rendertarget.
Merge branch 'master' of github.com:Luomu/ssp into UseRenderTarget

Conflicts:
	src/Pi.h
Added the Hudtrail files to VC2012 project
Pre-bed commit, not working, doing something wrong, somewhere, somehow.
Add sensible default initialiser to RenderTargetDescription.
Actually get something rendering!!! Upside down, but progress is progress!
Bit of a hack, let me flip the texture used for a TexturedQuad when I'm rendering the FBO texture to the screen.
Everything drawing the correct way up now.
Use a depth buffer :)
Switch to using a fully qualified constructor and const members for the RenderTargetDesc.
bug fix: the GUI is always 800x600 so don't use the actual screen width & height when displaying the render target.
Added a God mode as it was annoying being destroyed whilst testing with an AI attacker in the game. Type "Player.OutsideContextProblem()" to toggle it.
Still using the Ortho and GUI but now rendering using the RenderTarget everywhere.
Delete commented code.
Stopped using the Gui::Screen ortho methods.
Tidied up use of the renderTarget a bit, not sure of the naming convention to use yet.
Added a port of TexturedQuad to Drawables to use for RenderTarget.
Privatise the render target and associated things.
RGB not RGBA colour for the render target texture.
With alpha it seems to disable depth testing? Very odd.
Add "target nearest hostile" keybind

(practically "target nearest ship" until we get some IFF going)
Merge remote-tracking branch 'ssp/master' into ssp-master
Add Changelog_ssp.txt
Add zoom toggle key for internal camera

Would be a good idea to decrease input sensitivity when zoomed in
Fix: wrong fov at startup
Display a simple image during the loading (draw_progress) screen.
move the text down to accomodate the logo.