Implement basic support for an Ambient Occlusion texture, essentially a texture that is used to multiply the result of the lighting/colouring stage.
Fix the wave.model to actually use the Emissive/glow texture.
Fix the baked ambient occlusion multiplier to be used correctly with the glow texture.
pirates always have hyperdrive
mission ships always have hyperdrives
Merge branch 'fix_no_hyperdrive_on_spawned_ships' fixes #2875 closes #2877
Fix a copy n' waste error
Merge pull request #2872 from fluffyfreak/AO

Support Fake Baked Ambient Occlusion texture
Update Changelog.txt
expose near body finder to Lua
Merge branch 'lua-nearest-body'
space fixes
fix typo in documentation
document PhysicsObjectType constants
document body:FindNearestTo