Observations:
- Entity::renderPass was never set to RENDER_ALL -> can simplify some things
- The initial pass check in RenderObject::render() was constant for each pass
-> All logic that is per-pass-constant can be moved to a renderability pre-check
- Core::overrideStartLayer, Core::overrideEndLayer, Core::rlayer were never used
- Should be possible eventually to prepare & render layers in parallel
I am not sure if the changes in this commit are 100% correct, but layer passes
are still working and the hug looks like it should.
Thinking about it, the overrideRenderPass functionality should never have existed.
The game scripts don't actually use entity_setRenderPass
(which in turn calls Entity::setOverrideRenderPass())
so I might remove that function in a future commit,
together with the rest of the "override" functionality.
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.
Lots of cleanups on the way too. More dead/unused code removal.
Remove incrFlag(), decrFlag() Lua functions.
Because of wrongly set firstFreeIdx some pointers were NULL, where they
shouldn't be, which caused hard to track down crashes.
This is an addition to af04d0c37698.