Add placeholder heat gradient texture.
Integrate loading and using the heat gradient texture with the MultiMaterial.
Flip the UV coords in the shader
Set heat gradient amount and normal from Ship.
Do some monkeying around to move the quality enumeration into Material.h so that we don't need to include gl2 headers.
Also clean the model materials of their heat gradient specialParameter0 settings.
Decided that these are safer being a class static member.
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into toasty
Remove the heat gradient from the loader and move it to the ship where I'm already doing material setup!
Add an else case for objects using the heat gradient stuff but where it's not being setup.
Modified the heat gradient texture so the hull goes white long before it explodes.
Transform the direction of the heating by the normal matrix... the result is incorrect but at least it's not view dependent!
Added matrix uploading to the Uniform class.
Added a heatingMatrix member to transform the heatingNormal by the inverse of the ships viewTransform.
Thus getting it into the models local space (I think that's right!).
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into toasty
add 'repeat' field to KeyboardEvent, set for auto-repeat key events
ignore repeated key events during key binding capture
make KeyBinding fields private; use Enabled() and From*() methods instead
merge left and right modifier keys in KeyBinding code

This means that bindings can only specify a general modifier (CTRL, SHIFT
etc), not a side-specific modifier (LCTRL, RSHIFT etc), and when matching
SDL events, either modifier can be used.
in KeyBinding::Description(), join modifiers with " + "

Translation change: modifier key names should no longer have whitespace
included in the translation; they should also be in title case.
when capturing key bindings, ignore modifiers applied to modifiers

i.e., don't allow "Ctrl + Left Alt" as a binding. Modifiers can still
be applied to non-modifier keys (e.g., "Ctrl + T"), and modifier keys
can still be captured as bindings on their own (e.g., "Right Shift").