Remove locale-encoded translation hack

Its purpose was to allow properly encoded console output on systems
that do not use UTF-8 by default. It was always ugly and was probably
broken by language selection, which switches the current locale
arbitrarily. Rather than pile more hacks on top to support a
borderline use case, I'm removing it.

I'm also removing translation support for console output
altogether. It should probably be reintroduced using the SDL message
box API.
Documentify function parameters
Add font directive to language descriptions
Clean up share/lang.c nomenclature
Load current language file on gettext init
Implement multiple font support
Merge pull request #45 from parasti/multifont

Implement multiple font support
Add Transifex client config

Closes #46
PO update
Pull Transifex translations
Add Greek language file
.gitignore curve.exe
Convert OVR SensorFusion to dynamic allocation

This fixes the segmentatin fault during static initializiation. The
SensorFusion constructor presumes that OVR::System::Init has been
called, so the construction of the Fusion object must be delayed until
that's true.
This stifles a warning. strlen and memset are used here.
Merge pull request #48 from rlk/master

Convert OVR SensorFusion to dynamic allocation

Closes #21
Add a "particle" material type

This has the effect of enabling point sprite mode and rendering mesh
geometry with DrawArrays(POINTS) instead of DrawElements(TRIANGLES).
This facility will enable the efficient reimplementation of the goal
and jump visuals.

Enabling this flag on basic-ball is a real surprise!
Tweaks to material effects

Fix additive material to support texture alpha.
Fix particle material to attenuate with distance according to perspective.
Add third light source to be used for sparkle effects
Replace goal and jump

The new goal and jump effects combine the new particle material effect with
the new sparkle light source to produce sparkly particles. This reduces
overdraw dramatically and improves performance significantly under fill
limited circumstances. The jump is now rendered in a single batch and the
goal is rendered in two.
Add a logging facility