- use #pragma once for the gl compiler header

- when setting the current document, the GL compiler must be told that a merge is necessary *before* setting the renderer's document as setDocument will call zoomToFit which renders the scene. this rendering must trigger a merge or ldforge crashes if a new document is created when a document is already open.

- <anonymous> -> untitled

- reimplemented the Vertex class as a derivative of QVector3D

- more icons

- more icons

- more icons

- started work on new icon set

Merge ../ldforge into gl

- added an icon for random colors

- refactored the gl compiler a tad, made selection blend work with BFC/random colors

- added ability to draw with random colors

- fixed: rotating a subfile would make known verts go out of sync

- use less saturated colors for the axes

- conditional lines are now rendered with stippled lines again

- now works with selection subfiling

- removed more debug stuff

- sped up known vertex information gathering by an order of magnitude

- cleanup

- reimplemented vertex snapping

- removed the debug code

- fixed: use @surfacenum instead of @surfacevbo to GLCompiler::vboSize... this was causing these damn artifacts whose root cause I've been hunting for MONTHS

Merge ../ldforge into gl

- more debug stuff....

Merge ../ldforge into gl

Merge ../ldforge into gl

Merge ../ldforge into gl

- added safety check to the countof macro

- more debugging...

Merge ../ldforge into gl

Merge ../ldforge into gl

Merge ../ldforge into gl

- fixed: an overlay that failed to load no longer attempts to reload it over and over again

- renamed some enumerators, added license header to glcompiler.cc

- subfile coloring now works again

- renamed several GLCompiler members and methods

- only sort and strip duplicates from the objects-staged-to-compile list when actually compiling staged objects, this eliminates needless calls which slowed file loading down a ton.

- fixed zoom value not being initialized properly + some other minor things

- refactor

- hooked object compilation to low-level functions so as to remove the compileObject() crap from edit actions

- objects need to be compiled when added to the document

- ported over the selected color blend from master

- the GL compiler now supports multiple documents

- LDDocument must be initialized with m_needsGLReInit as true or it will not be compiled properly...

- fixed build errors

Merge ../ldforge into gl

Merge ../ldforge into gl

- minor stuff

(0) -300 -100 -48 +48 +100 +300 tip

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