Tweaks block light flickering and decreases range of torchlight to 8 units.
Introduces per vertex flags for chunks. This should increase the overall performance as well as the performance when using one of the higher quality settings.
Vertex flags can be used to store information about each chunk vertex on a per-block basis. Previously the chunk shader had to to utilize the available texture coordinates to look up the currently relevant texture in the texture atlas - to detect water blocks for example (and thus to enable water reflections for some of the vertices). Or a large array of texture coordinates had to be transferred to the GPU just to detect if a block is waving or not (which is REALLY slow). Using chunk flags a more or less infinite amount of waving blocks can be created on engine side at almost no costs on GPU side. Let's see how many users have the necessary GLSL version available...
Replaces the recently introduced per-vertex flags with a more simple block hint (bitwise operations are only supported using GLSL shading language version 130+).
Adjusts some default config settings, overhauls the graphics quality settings and tweaks some shaders. Fixes flickering light.

Completely removes the ugly settings and the option to disable the post-processing effects. Instead adds various new features which get disabled according to the current setting (bloom, automatic eye adaption, vignette, ...). Also sets the default FOV to 80 degrees.
Fixes that block particles were incorrectly rendered in front of transparent chunk elements.
Adds GLSL 120 hotfix.
Adds view, projection and inverse projection matrices to the Camera class to aid camera motion blur support later on.
Adds new "insane" graphics quality mode and - as a first "insane" feature - camera motion blur. Also increase the default FOV from 80 to 90 degrees.
Fixes that the exposure was clamped too abruptly in certain scenarios (like during night fall).
Adds SSAO support and various other rendering related fixes and tweaks. SSAO can be enabled by pressing F9 - official support via the menu is disabled until the system works correctly in combination with transparent objects and surfaces.

- Tweaks various HDR related settings to make the game more colorful
- Fixes bloom
- Incorporates the in #429 mentioned changes to the chunk shader
- (Hopefully) fixes #428
Adds a blind fix for the black screens appearing with my latest changes.
Adds a quick fix for the output of shader compilation information. Seems that this was broken some time ago - but I don't know what the actual problem was with the existing implementation. Adds an ARB-based mechanism which also outputs information in non-debug builds. Also adds an error dialog so people actually know what is going on...
Improves OpenGL error handling a bit and adds some more error dialogs.
Improves OpenGL and GLSL error handling.
Removes the option to disable post-processing effects from the config since it is not officially supported any more (and might be deactivated because of settings ported over from a previous version).
Adds missing SSAO noise texture.
Merge branch 'miniion' into develop
unique zone name bug fix
resets selection after pressing save
Merge branch 'miniion' into develop