Mess with tile and grid sizes, add 'a' to toggle AER display, etc.
More boidish messing around; which isn't boidish at all.  It's more like clumpoids or something.  But the neutral dynamics is bordering on interesting.
Add a half-decent fixed-point package from the net, lightly warmed over to our syntax.  First use in Vector in Element_Boid.
Make AER display togglable on 'a'; default it to off.
Add a less-obstrusive tile display, just distinguishing cache from visible-or-better
Add access to grid size in tiles
Access both clumpoid types
Fix conflict in statsrenderer.tcc
Get PNG recording working, at least at dogfood level
Get rid of a rand() call; how what that still there??  Also reindent unfortunately.
Move towards supporting reinitialization by separating constructions and initialization
Capitalize FXP function names (e.g., abs(FXP)->Abs(FXP)) to avoid ambiguating innocent abs(u32) calls etc.  Also, support fixed-point OddsOf randomness.
Refactor most driver construction and operation into AbstractDriver; clean and merge between mfmsim and mfmdha.
Support Reinit in statsrender, and up font size; push down a png.h include that didn't need be public
Move the boids out of the core tree, to prove we can and because they're definitely not ready for prime time.
Refactor coord handling, general simplifications and cleanups in element stuff.
Extend FAIL processing to be actually catchable.  New macro 'unwind_protect' acts vaguely like try/catch but has many restrictions.  New fail codes.
More coord-related code migration and other refactorings
Actually run the new Fail tests
Create platform-specific directories; move the worst of the simulator-side failure management system (longjmp + pthreads == shoot me) to platform-linux/.  Refactor make system for that, and also make each program depend on all libraries, to yet further approach the proper incremental building that real project systems take for granted durr.