Draw sectorview stars as billboard sphere impostors, in one batch
split camera frame state out into a separate class so it can be reused
single renderer for the whole camera
use the naive frame transform, not the interpolated one

I only roughly understand why this is ok. I think still works sanely
because all the incoming positions are already interpolated. regardless,
it works, and will simplify things for me soon
remove attrib save. direct GL calls suck, and renderstates should make this unnecessary anyway
lift draw transform setup up to the context
draw billboards for distant terrain objects instead of spikes
Add a bit of ambient to the sectorview spheres
Merge remote-tracking branch 'luomu/niceify-sectorview'
Merge branch 'camera-refactor'
allow UIView to be "untemplated"
make the new ui available to all in-game views
move UI update & draw onto the mainloop and draw after the old UI
Merge branch 'new-ui-everywhere'
Remove the HudColors and just use them directly from Sensors.
vc2012 files updated too.
Merge remote-tracking branch 'fluffyfreak/RemoveHudColors'
fix autotools build
Don't drop ui layers before entering the main loop. #2716

UIView::OnSwitchTo will take care of this for legacy views. If its here,
then we kill whatever UI we just set up before it even gets seen.
Complain if the number of stars in a (non-random) custom system is not correct.