Working at improving 'bloom' effect.
Adds the ability to specify a material for a texture font.

Previously, all texture font materials were code-generated.
This allows fonts to use all the features of the material system,
including layering, glow, render modes, etc.
Added vsRenderBuffer::P type.

Pure vertex position data.  Enough stuff in VectorStorm's core codebase
was starting to rely on being able to read the data in a vsRenderBuffer
that it was getting a little silly for there not to be support for
pure position data.  A lot of bounding box utility functions, in
particular, used to not support pure vertex data entered via the generic
interface to vsRenderBuffer, so they couldn't tell what type of data
was in there.
Initial stencil buffer implementation.

Only works in multisampled render targets, currently; need to extend
vsSurface to hook up stencil buffers on non-multisampled ones.
Fixes flipped 3D orthographic projection

(If you rendered from a perspective camera, and then rendered the same
view from an orthographic one, the resulting image would be flipped on
both X and Y axes.  This is now fixed so the two projections match in
all ways except for perspective-or-lack-thereof.)
Merge branch 'master' into stencil
Adds GetChildCount( vsString ) API to vsRecord

Simplifies finding out how many elements of a particular type are in an
object.  Makes it simpler to count the number of elements, so you can
allocate space to store them all.
Merge branch 'master' into stencil

Brings vsFile changes from master into this development branch, since I need
them in MMORPG Tycoon 2.
Adds utility function for adding a fragment to a renderqueue

vsModel and vsSprite now use that utility function.
Adds vsVector2D::XAxis and vsVector2D::YAxis static members

These work just like vsVector3D::*Axis members;  an easy way to get a
unit vector along each axis.
Merge branch 'master' into stencil
Add "blend" parameter to materials.

If set to "false", materials render with OpenGL blending disabled.
Might give some extra performance in some situations.
Ability to disable quit-on-esc behaviour.

vsSystem::Instance()->EnableExitApplicationKey(false) will disable the
escape key from exiting the application.

Similarly, EnableExitGameKey(false) will disable the q key from
returning to the registered "main game" (or exiting the application, if
we're already in it).

Makes it so I can finally stop customising VectorStorm code to disable
those lines for particular games;  it just becomes another configurable
parameter.
IsExitApplicationKeyEnabled() checks the right value
Fixes render sorting edge case error.

When there was something which should have been the first thing to
draw in a scene (but which wasn't the first thing _submitted_ to be
drawn in the scene), it would previously have been sorted into drawing
second.  In most cases, this made no difference (since there are usually
lots of items which are all set up to draw at the same priority level),
but this could lead to bad behaviour in simple scenes.
Added support for \n sequences in quoted strings

Like most string escaping, this requires you to escape backslash in
order to get a literal backslash.  That is, "Foo \\ Bar" will turn into
a string token with value:  "Foo \ Bar".
Fixes for Win32 build

Issues fixed:
 - incorrect names for some integer sizes (how was this not caught before?)
 - corrects directory where glew headers are included from.
 - moves WinSock2.h header to the prefix file, to ensure that it gets included
   before Windows.h.  Because Windows cares about the order its headers are
   included, apparently.
Adds a LookAt() convenience function on 3D cameras.

Can yield some mild improvements to client code legibility, when aiming
cameras at particular points.
Shuts down game systems during shutdown.

Not really essential, but just for cleanliness, clear up that memory.
Fixes a few compiler warnings.