UI: Support viewing state objects from any GL context
* Add a combo box above the state object tab control which contains all available contexts.
* Text in combo box shows context handle, if it is current, and a list of shared contexts.
* By default the current context will be selected in the combo box.
* Selecting a context will update the tab controls to show the state and objects within (or shared with) that context
* Modify the state tree so that it only displays the state of the selected context. Objects shared from a different context will NOT show up in its tree.
UI: Now able to trim traces if vogleditor was launched from somewhere other than the bin directory
* An absolute path is now used for launching voglreplay instead of a relative path
* Also modified the behavior if voglreplay could not be launched to generate a trim, or if the user opted NOT to open the trimmed trace. In these cases, vogleditor will no longer load the original (large) trace file, and instead will not load anything.
in progress
- Fixing UE4 replay divergence bug - we weren't snapshotting/restoring the indexed blend states
- Framebuffer dumping now writes alpha channels to separate 24-bit PNG's
- Adding cmd line option to clear uninitialized buffers, to make diffing state snapshot JSON files easier
- Fixing UE4 replay divergence bug - we weren't snapshotting/restoring the indexed blend states
- Framebuffer dumping now writes alpha channels to separate 24-bit PNG's
- Adding cmd line option to clear uninitialized buffers, to make diffing state snapshot JSON files easier
README: Note that this repository is deprecated

Pointing people to the new vogl_src repository which will be replacing
this one soon.
UI: Add support for the indexed variant of GL_COLOR_WRITEMASK in the state tree
Merge branch 'master' of https://github.com/ValveSoftware/vogl
Update README.md

fixing typos
More changes for Unreal Engine 4 GL4 compatibility. With this change UE4 can be traced/replayed in full-stream mode in both GL3 and GL4 mode, and snapshot/restore works in both modes too (with some query issues I'm still looking at).

- Adding glDispatchCompute, glDispatchComputeIndirect, glBindImageTexture, glCopyImageSubData to replayer whitelist
- Texture snapshot/restore code supports cubemap arrays now, but these paths are not really tested yet
- Adding voglreplay new command line param and replayer object flag to disable front buffer restoring (I may make this the default): --disable_frontbuffer_restore
- Generic state snapshot/restore code now supports GL4 image unit bindings
- fixing chroot build problem