Meh.
Particles.
Fix assert
Fix movement being wrong, and some other random fixes for problems caused by engine changes.
Avoiding some normalizing zero length vectors.
Return to functionality the keyboard controls.
Flip particle systems for Z up
Improve projectile and explosion rendering a bit.
Android ports. Got it to the menu marchers.
Use drawable width to get the gui scale correct.
Move profiler up to allow more things to be visible.
Perf. Build an array of uniform defaults on load so we don't have to crawl the tree.
Perf: Don't draw particles out of frustum, reorganize render loop so the branching happens only once outside the loop.
Perf: Read all uniform locations at load time, store them in a map. glGetUniformLocation stalls the pipeline so it's much faster to look it up in a map.
Android port.
Fix bloom, moved the blur kernel to the shader since it's constant.
Remove the array bit since it's not really part of the uniform name.
Fix for tanks in trees not rendering.
Fix shader recompilation.
Perf: Make a quad to avoid sending as much data to the video card every frame. Used to be 4 pos and 4 uv = 80 bytes. Now is origin + radius + yaw + vbo = 44 bytes.