Well, this is going to be fun...
IGameEnvironment.getLog() is now a default method.
Test game now has a version, with debug logging.
GraphicAsset now overrides onTaskComplete().
Fixed LWJGLDisplay's resizing.
Fixed LWJGL native loading.
The default background for screens is now black; Should prevent seizure-inducing screens.
Created IDisplay.createDisplay().
RenderContext:
* The default display is now created BEFORE OpenGL stuff.
* The default texture is now deleted.
* registerCleanable() now accepts IGLDeletables, like it should.
Attempted to fix RenderHelper.processImage() giving a GL_INVALID_ENUM error.
Created GLEnumError, which IGL1.glGetError() must now return.
GLException now accepts GLEnumError.
Attempted to fix ThreadTimed always giving a delta of 0, update count is now constant.
Violated some common sense regarding iterating in ThreadTaskWorker; It also fixes an ArrayOutOfBoundsException that kept getting thrown, so...
Input? I'M DOING IT I'M DOING IT STOP YELLING!
CaelumEngine:
* Fixed the verbose boolean thing, no idea why I didn't catch that before.
* Changed the printing thing from the engine's startup arguments, to the System properties.
Commented out the test logging in TestGame.
Created CompInfo, to help with retrieving basic computer info. Also, IT'S STATIC! *scare chord*
Created EnumVideoCard, no idea why.
Finally, TaskManager now assigns a random core to a new task, instead of assigning it linearly.
Import cleanup, changed all mentions of EnumOS.getCurrentOS() to CompInfo.OS.
First, OpenGL error things. Then, input. Next, the WORLD!
Removed unneeded OpenGL1 method override.
Removed texture pool nonsense in RenderContext. Also, deprecation.
Fiddled around with how textures are loaded, still not sure why it's giving me such grief.