change base resolution in config file!
change names back for ease of merging
Merge branch 'resolution_experiments' into opengl
OpenGL output, borrowed from bsnes project

slight modifications to make it work with SDL and OXC
shader files changed from XML to YAML
more shaders!

from https://gitorious.org/bsnes/xml-shaders
add OpenGL files to VS2010 project
set default shader to my new favorite: CRT-interlaced
fix "restore defaults" button by facilitating transition between OpenGL and non-OpenGL video modes
working screenshots in OpenGL mode!
fix mon_thousands_sep to be a space when the system returns 160 (unicode non-breaking space? e.g., Russian, Hungarian locales on Windows) or any other non-punctuation character
thanks, autocomplete! you're a pal.
Fixed: HWP ammo was deployed to the ground on Base-defense mission.
vsync setting for OpenGL

probably won't override driver settings, of course but I had to try

Conflicts:
	src/Engine/Options.cpp
Merge branch 'opengl' of github.com:hmaon/OpenXcom into opengl

Conflicts:
	src/Engine/Options.cpp
Added: Distribute ammo equally among base owned tanks on Base-defense mission.
Fixed: Deploy all base owned tanks on Base-defense mission. (exception: tanks with 0 ammo left)
Fixed: A crash when vehicles' desctructor called twice.
- added support for floating elevation
- unit rulesets slightly corrected, and added elevations

Conflicts:
	bin/data/Ruleset/Xcom1Ruleset.rul
- 3d explosion option (from flat to spheric)
cast to (int) from 16-bit ints

13:34 < VOlutar> there might be another fix.. but you may add it to yours
13:34 < VOlutar> this (int) shit for <<
lessen stupid 3d holes

13:59 < Volutar_sleep> fuck i forgot to change +10 to +5
13:59 < Volutar_sleep>  I
13:59 < Volutar_sleep>    for (int fi = -90; fi <= 90; fi += 10)
13:59 < hmaon> I pushed the (int) stuff fyi
13:59 < Volutar_sleep> ok thanks
14:00 < hmaon> should that be fi += 5?
14:00 < Volutar_sleep> i'd be grateful if you change this += 10 to +=5
14:00 < hmaon> ok
14:00 < Volutar_sleep> to lessen stupid 3d holes
14:00 < Volutar_sleep> there could be layers with missed damage
Missing tank (+ammo) handling/management implemented:
- Count and subtract the destroyed/missing tanks on Debriefing
- Reequip tanks in craft(s) on Debriefing