Vox V0.37.2
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New Features:
* Functionality for textboxes to not lose focus when return key callback is pressed.
* Better even listeners management in the GUI for container classes.
* Scrollbars now use their parents location as an offset for the scrollarea.
* Updated desert music.


Bugfixes:
* Fix for music tracks sometimes playing over the top of each other.
* Fix for town music changing when entering a new biome while in a town.



Vox V0.37.1
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New Features:
* Explosions now leave charred craters for surrounding blocks.
* Key and star objects.
* [Juice Engine] Add JsonCpp to juice engine utils library.


Bugfixes:
* Make sure to include a 32bit executable in the deployment package.



Vox V0.37
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New Features:
* Support cubed town biomes.
* Give the companion HUD an enter and exit slide animation.
* Make the companion HUD disappear when other GUI on screen will overlap.
* Add region intro.
* Add town music.
* Fade between normal music and town music.
* Improved town and biome intros.
* Better handing of mouse cursor on dual screens.
* Make the mouse cursor centered to the Vox window, not the screen region.
* Add lantern torch object.
* Dynamically update the weapon customization pulldown menus when changing item type.
* Fade to/from black functionality.
* Add camera transtions for region and town intros.
* Enable 3D audio in the audio manager.
* Set listener position to be the camera position.
* Set music callback functions for when non-looping sounds end.
* Town audio has an intro AND a loop section.
* Allow NPCS to be pushed by the player and other NPCS (simple collisions).
* [Juice Engine] Make sure we can set the icon to a new textue.
* When in creation mode always set the icon texture to the correct filename.
* Dont exit/enter the companion HUD if we have no following companions.
* Use an load distance in the chunk management, rather than relying on draw distance.
* Make sure to unload scenery objects when chunks unload.
* Improve the chunk management when loading and unloading chunks based on load distance.
* Fix editing characters and creating new characters buttons.
* Don't allow a character to be created without a name - null string.
* Add import saved character pulldown to the character creation screen.
* Populate the presets list from the saves characters from the export folder.
* Add desert theme music to desert biome.
* Reset biome and town params when we restart a new game after quitting.


Bugfixes:
* Fix the resolution pulldown staying open bug when we close the options screen.
* Fix menus and pulldown menus to have the correct scrolling and menu placement.
* Make sure to close pulldown menus when a GUI page is exiting.
* Make sure chunk unloading is done asynchronously.
* Don't load the weapons particle effects if we are of type 'ammo'.
* Only allow NPC interaction and monster target mode when the player isnt dead and is respawned.
* Add music function callbacks to FMD audio manager.
* Return grassland as default if we are not in a biome.
* Don't render nameplates in region intros.
* Fix for modifying an equippable item that goes into the same slot after edit.
* Companion HUD exits when we do a region intro.
* Don't update items or do item spawning in the front-end.



Vox V0.36
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New Features:
* Enemy targetting takes priority over NPC follow interaction button press.
* Make it so that player placed chests dont spawn coins on opening.
* Add bats as an enemies type, similar to bees.
* Add boomerang as a random loot item.
* Add sonar spell shot.
* Add ignore delay flag to damage functions.
* Add arrow to speech bubbles.
* Remove static portrait from speech bubbles.
* Proper In-game HUD display for speech NPCs.
* Render outline for NPC companions on the HUD party gui.
* Outline render for NPCs on speech HUD.
* Don't display NPC overhead markers when following the player - we can't talk to NPCs.
* Make sure that scenery objects that are generated during generation phase have a stability block.
* Generated scenery objects explode when the ground below them is destroyed.
* Create collectable blocks when the world is destroyed.
* Wood, sand, grass, dirt, stone and rock blocks.
* Add wooden crafting items and recipes.
* Don't export pickup items to file, such as coins, hearts, blocks, etc
* Add a debug 'lag' simulator to test out low FPS gameplay.
* Fix the falling into the world bug and jerky camera when low FPS.
* Don't pickup items or magnet towards the player when dead.
* Item spawning is like the enemy spawning - asynchronously now.
* Don't spawn chests or ore in towns.
* Make sure the player never spawns inside the world or inside a tree.

Bugfixes:
* Fix damage type for ghosts - Death text.
* Make sure that Creation GUI is considered a GUI window.
* Fix placed torched offset and scale from chests.
* Fix bug where poison damage would case an invicibility delay.
* Only allow NPC follow interaction if we dont have a speech bubble open.
* Fix the finger selection animation on the speech bubble.
* Dont update some managers when on the loading screen i.e. enemy manager.
* Convert the countdown managers to pointers for better memory management.
* Fix the crafting GUI destructor crash.
* Make the world loading and setup more streamlined.


Vox V0.35
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New Features:
* Casting NPCs use the proper casting animation when attacking.
* Proper attack times for NPC casters and shooters.
* Remove the nameplate render shortly after the NPC dies. Returns after respawn.
* Add town data to biome manager.
* Add shortcut keys to HUD buttons to help players, I and C for Inventory and Character.
* Add quest journal GUI button to HUD.
* Equip border when hovering over inventory item to show where to equip to.
* Store the chunk information in main game class.
* More town generation improvements.
* Dont spawnscenery or geometry in towns.
* Special floor colour for towns.
* Don't spawn enemies inside towns.
* Also delete the quest journal when deleting characters.
* Make crafting GUI overlay the companion HUD.
* Better zooming limits on the map.
* Better window focus handling.
* More alt-tabbing friendly.
* Only do mouse trapping when we have focus.
* Don't update the GUI/mouse/menu sounds when we dont have focus.
* Better spell shot collisions. For players and enemies.
* Add editing table collision region.
* Don't allow talking to NPCs when they are following you, companions.
* Add a random offset fo following NPCs so that they don't all intersect with each other when following the player.
* Flying enemies now has 'stuck' detection algorithm.
* Better NPC quest markers on the minimap.
* Add new sword and throwing axe to random loot table.

Bugfixes:
* Fix for editing the slot of an item when another item is already equiped in that slot.
* General fixes for editing the params of equipped items.
* Make the Ice wand from the random loot actually freeze enemies.
* Fix bug where player models were not refreshing after deleting a character.
* Fix various Renderer static buffer null pointer checks.
* Don't allow enemy health to be rendered if HUD is not loaded.
* Don't render the Minimap unless the HUD is loaded.



Vox V0.34
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New Features:
* Add int seed to random number generator.
* Don't do smooth camera interpolations when in first person mode - it makes the camera lag behind!
* Add Biome Manager.
* Proper scenery geometry for different biomes.
* Only save out the scenery and chunk data if we are not overriding it.
* Increase shadow draw distance.
* Bombs damage NPCs when they explode.
* NPCs don't fall or move while they are respawning.
* Make GUI appear ontop of companions HUD.
* Random drop direction when dropping items from the inventory.
* Mimics drop a random loot item when you kill them.
* Remove the bees from the intro and FE.


Bugfixes:
* Remove the player floor finder timer, was causing loading bar glitches.
* Frozen flying enemies can't rotate or look at targets while frozen.



Vox V0.33
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Bugfixes:
* Proper chest spawning distance.
* Delete quest journal data on close.
* Remove cave generation. (TEMP)
* Fix for NPC memory uloading crash on weapons.
* Fix clearing 'other' inventory items. on unload.
* Uninitialized variable fix in Draggable icons.
* Fix various OpenGL GUI related memory leaks.
* Convert char arrays to string in inventory item class - remove MANY crashes.
* Convert char arrays to string in inventory item class - remove MANY crashes.
* Make sure we clear the items from the item manager that are set to erase.
* Fix inventory GUI crashes to do with freeing GUI icons.
* Fix speech manager memory leak.
* Fix for Arrows having a valid pointer to the NPC manager class.
* Fix interpolator crash - when freeing an interpolator that was next in the chain.



Vox V0.32
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New Features:
* Add chunk loading text to load screen.
* Better smooth camera transition in and out of target camera - lag the camera follow behaviour.
* Allow NPCs to min other minerals - copper, iron, silver, gold.
* Allow NPCs and Enemies to shoot freezing and poison arrows.
* Add map rendering functionality.
* Add minimap to the HUD.
* Transition from Large map to minimap by pressing 'M'.
* Map zooming with mouse scrollwheel.
* Player map render.
* NPC map render.
* Enemies on the map and minimap.
* Chunks are uncovered as the player encounters them for the map.
* Save visibility information into the chunk files, so the map loads properly on reload.
* Companion NPC HUD display.
* NPC companion HEAD model diplayed on HUD when in a party.
* Party health bars and names on HUD.
* Quest Journal GUI screen - opened and closed by pressing 'J'.
* Quest progress and status is now saved to file and loaded.
* Proper staff cast animation and weapon type.
* New accessory type - orbital elemental crystals.
* Only render the NPC weapons if we are following the player.
* Don't render the orbitals when we are dead.
* Massive improvements to NPC and enemy combat.
* Take out DT deltatime hacks.
* Arrows, shots and explosions now affect NPCs.
* Allowing for omni-directional house generation.
* Improve house generation algorithm.
* Importing and exporting items in the world.
* Better world generation phase.
* Allow windows to be destroyed when a house is generated.
* Proper storage of scenery and geometry after a worlf has been generated.
* Add editing table.
* Add crafting anvil.
* Improvements to crafting GUI.
* Crafting GUI now displays the item recipe requirements when selecting an item to craft.
* Better anvil position, for crafting.

Bugfixes:
* Fix camera CalculateAngles() function - works for all cases now.
* Add debug toggle to enable/disable all chunk rendering.
* Make sure we always chunk sort during an initial load.
* Don't do creation mode actions if the creation GUI is unloading (world back-pressed bug).
* Improve how the player HUD components are updated.
* Better minimap opening and closing with other GUI screens.
* Spell shots get erased if they travel too far.
* Better NPC spawning, respawning and timings.
* Better fire, ice, poison damage attributes.
* Set proper pickup animation for torches.
* Improve chunk stability by making sure the visibility flag gets reset when scenery cannot be setup.
* Fix interpolator iterator crash - caused general instability when interpolating.
* Don't let NPCs attack when they are dead or not respawned yet.
* Distinction between ADDING a bounding region and CREATING one.
* Better HUD positioning for companions, for Cinematic bars also.
* Make player spell shots also do damage to NPCs as well.
* Make sure to reset the scroll bar disabled when more items are added.
* Also delete the world item file when deleting a world.



Vox V0.31
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New Features:
* Don't display the debug creation and particle voxel editor buttons in release mode.
* Proper drag and drop functionality for the anvil object.
* Use the anvil to modify the way any other vox object looks.
* Bring up the voxel creation editor when you interact with the anvil.
* NPC nameplates only appear when you are able to interact with the NPCs.

Bugfixes:
* Fix the bug that was causing saves to not be loaded/saved when exit and restart.



Vox V0.30
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New Features:
* Add coin spawning when opening chests.
* Dropping items from inventory into the world.
* Allow for pickups of items in the world.
* Nameplates for dropped items.
* Item nameplates have proper borders and backgrounds.
* NPC nameplates have proper borders and backgrounds.
* Improve arrow collision detection
* Add status effects to weapons
* Poison effect - Damages enemies over time
* Freeze effect - Encase an enemy is a block of ice
* Ice blocks have collision and can be stood on top of.
* Ice Wand now does proper freezing - status effect and particles.
* Different colour damage for different status effects.
* MUCH better shaders and improvements to the rendering quality of landscapes.
* Improve the chunk shader rendering.
* Colour variation is now a property of the shader.
* Better and improved shadow shader and rendering.
* Add screen text popup for when you enable/disable NPC following.
* Make sure the frontend is not block face merged.

Bugfixes:
* Fix for deleting the default character in the character select screen.
* Make sure we delete the crafting scrollbar AFTER we have removed its GUI components.
* Fix action bar icons loading and rendering during loading screen.
* Don't use deferred shader for gradient sky background.
* Remove season screen text for the time being
* Don't reduce enemy aggro if they are frozen enemies.
* Remove frozen text from ghosts.
* Fix for player falling out of the world when FPS is ow and dt is high.
* Do multiple collision checks to ensure player stays grounded.
* Allow knockback while jumping for mimics and follow slimes.
* Less particles for flying enemies explode.
* Remove block colour variation from create world screen.
* If we are dev build go directly into game, if we are release build go to frontend.




Vox V0.29
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New Features:
* Add hammer and spear to random loot table.
* Make sure that items and monsters start on the ground, no more dropping down to earth.
* Crafting Audio effects.
* Bed item - set spawn location.
* Shooting enemies now display ammo when charging and do proper shooting animations.
* Player is able to automatically walk up single blocks - makes world traversal nicer.
* Better blocking jump when moving forwards. (Jumping enemies)
* Add casting enemies - Skeleton mages!
* Add enemy shots - for spell casting enemies.
* Allow scenery objects to be created without the 'bounce' animation.
* Create initial house for the player when the world is setup.
* Better floor checking function for NPCs, Monsters and Items.
* Modify the way that chunks are loaded.
* Support mutithreading chunk loading
* Remove the un-needed chunk lists for rebuild, setup, unload, etc...
* Make player start on the ground.
* Enable the first house generation next to the player spawn.
* Player reset functionality used when exiting and entering different worlds.
* 'No ammo equipped' status message.
* Always face the direction of the camera when attacking and using items.
* 'Start' and 'Back' buttons on X360 controller used for GUI management.
* Loading screen.
* Dont allow escape key to be pressed during the loading screen.
* Add back button to crafting gui.... works like pressing ESC.
* Improved cloud render - use frustum culling and draw distance checking.
* Outline rendering for NPC interactions.
* Better NPC wandering and jumping.
* NPC follow behaviour on right mouse click.
* Add NPC 'leash' mode - don't allow wandering out of leash radius/zone.
* Implement chunk caching.
* Don't unload chunks until a certain time passes.
* Keep chunks in memory for a stored time interval.
* Modify draw distance for items, scenery, enemies and NPCs.

Bugfixes:
* Reduce coin pickup audio level.
* Fix crsh bug when completing a quest and talking to the NPC.
* Fix it so that outline rendered items and enemies can now be shadowed and lit properly.
* Better bomb throwing when targetting enemies.
* Better bomb collision detection.
* Outline rendering on the shooting skeleton arrow sprite.
* Stop walking animations happening when knockback on skeleton enemies.
* Fix particle emitter sphere types - radius bug.
* Fix starfield render - star transparency, better sphere position generation.
* Fix create character screen so that body pulldown buttons get reset on load.
* Make sure we clear the scroll components of a scrollbar - Crafting GUI.



Vox V0.28
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New Features:
* Fix it so that world sizes of medium, large and infinite work as intended.
* More block types - snow, rocks - change some block colour variations.
* Improvements to the landscape/world generation.
* Add grassy patches to the landscape generation algorithm.
* Make spell shots from wand also have a light and create a fading light when exploding.
* New block types - underground, stone, magma, etc...
* Improve the underground chunk generation.
* Allow underground chunks that don't contribute to the above ground landscape generation.
* Add colour and occlusion toggles to the options menu.
* Block colour variation, world geometry and world scenery are now properties of the world.
* Add cave generation toggle to world creation options.
* Create world screen has more options to select.
* Changes to the multiplayer popup box.
* Fade out background colour when we have a popup box.
* New GUI graphics and improvements to common button components.
* Upate all in-game GUI to use now common buttons.
* New inventory and character stats icons.
* Add Iron, Silver and Gold deposits.
* Monster slime audio.
* Audio effect on the fireball cast and explode, from the fire wand.
* Better Scythe boomerang - thrown straight forwards, no arc-swing.
* Fireball staff now uses mana to cast.
* Random Loot system. Treasure chests now contain random loot from the world
* Use a weighted random loot generator that favours random loot items that have not yet been found.
* Add mimics and ghosts to random monster quests generation.
* New rare magical item - Rocket boots!
* New rare magical item - Icarus wings - Allows double jump.
* Frontend mode ALWAYS has block colour variation enabled.
* Modify the intro sequence and tweak camera angles/positions.


Bugfixes:
* Fix for player collision getting stuck sometimes when items fall out of the world.
* Only do item collisions when we are within collision distance to the player.
* Only do item collisions if we are visible in the draw distance and not frustum culled.
* Enemy spawning and NPC quests on other worlds, not just 1 and 2.
* Quieter player footsteps and jumping sound effects.
* Return item pointer when adding loot to chests.
* Be sure to set the scale and offset when adding items.
* Make sure Left and right values are set by loot items.



Vox V0.27
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New Features:
* Allow for ore depositis to be mined when the camera angle is not facing them directly. i.e player mining from the side.
* 'Talk to NPC' is now a objective type in the questing system.
* NPC nameplates can now be displayed.
* Speech bubble markers above NPC heads when you need to talk to them for a quest.
* NPCs now have proper names.
* Add scenery placement as a quest type.
* When placing scenery check if it is a quest objective and update the objectives GUI
* Placement quests can give the placement item to the player if required..
* Add the placement item to the inventory when the placement quest is accepted.
* Improve the bow animation, rotate body the other way, switch charging hands.
* Reduce item quantity when we place scenery items.
* New monster : Purple slime - the follow slime.
* New monster : Mimic.
* New monster : Generic ghosts.
* Add coin pickup sound effect.
* Add delete world buttons to the select world page.
* Make sure that deleting a world also clears up any world data files.
* Delete any character vox or data files when we delete a character from the menu.
* Add enemy HUD HP animations for when the monsters are losing life.
* Improvements to the arrow shooting and wand attack - Now allows strafing attacks.
* Bombs now create dynamic light objects when they explode.
* Improvements to the shadow shader - Now use softshading.
* New type of wand - spell shot wand, fires fireballs that explode the world
* Add logging to GLSL shaders compile.


Bugfixes:
* Fix particle GUI components being added multiple times when reloading effects.
* Fade out quest text when opening the crafting GUI.
* Force the mouse cursor to be hidden in the center of the screen to stop some of the mouse cursor glitches.
* Proper block particle effect colour when ghosts explode.
* Better slime HP.
* Fix loot gui closing and windows cursor disappear.
* Improvements to the SSAO renderer - reduce the horizontal 'banding'.
* Don't reset the camera back after we press escape and are in debug camera mode.
* Close all GUI when we move (or are knocked) away from a treasure chest.
* Re-enable transparency on player and enemies.
* Make sure to also resize pause menu on resolution change.
* Fix fullscreen mode and going back and forth between different resolutions.
* Only set the fullscreen resolution after the window has been created.
* Use NPC folder for NPC character vox files.
* Use monster folder for monster character vox files.
* Slower selection cursor moving. - Speech bubble.
* Make sure scissor area of GUI components is also updated via the animator.
* Fix up the reloading of different players after a quit.
* Dont always enable transparency if we dont have to. messes up the light shader.
* Update bugs with Debug-Camera mode.
* Allow for inventory and other GUI manipulations when in Debug-Camera mode
* Arrows dont knockback flying enemies and ghost.
* Give proper experience for mimic and king slime.
* Make sure to update the HUD if the player is dead, even if not rendering GUI. to show respawn button.
* Render cinematic bars BEFORE the HUD, due to alpha and HUD animations.
* Also update the recipe results items when we craft an item in the crafting GUI.
* Improve the player transparency and SSAO handling.
* Proper bomb radius.
* Fix the shadow render glitch where shadows were appearing on flat ground occasioanlly (block face merging fix).
* Render the placement block AFTER thee block sprites for the player.
* Don't set cull mode inside bomb render.
* Fix action bar loading and setting icons when render GUI is not set in options menu.
* Don't allow putting icons on action bar if we are not rendering the GUI.
* Don't do player depth mask disable is we are ALWAYS rendering a shadow.
* Fix outline shadow rendering - different shader used for outlines.
* Don't allow lighting or night time to affect inventory view or creation view.
* Fix the rendering for when the shadow shader isnt (or cannot) be loaded




Vox V0.26
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New Features:
* Ore deposits now take a number of pickaxe hits before they are expired of ore.
* Each ore deposit hit with the pickaxe will yeild minerals on each strike.
* Ore deposits get smaller and smaller with each hit.
* Ice wand sound effect fadein and fadeout, rather than abrupt start/stop.
* Play dirt crumble sound effect on mining ores.
* Player stats/level/experience are now saved and loaded, progress is stored.
* Better bee movement... no longer velocity based.
* Aggro reset timers on ALL enemies - skeleton archers, bees, slimes, etc.
* Better slime knockback when hitting the player.
* Add name to character stats screen.
* Add create world screen to the front-end and enable world creation buttons.
* World creation is based on a number of parameters specified and a random seed.
* World profiles saving and loading to file.
* Ability to select small, medium, large or infinite world sizes.
* Can now select what biomes are generated for the world - forest, tundra, desert, etc...
* HUGE improvements to the collision detection and reponse with the world and items.
* Player and monsters will no longer get stuck in the world or inbetween blocks as moving.
* Improved bomb collision detection and 'bounce' around the world when thrown.
* Add hats and helmets as a new item that can be equipped to the player.
* Add shoulder items as equippable.
* Dont replace the players head mdel when equipping a hat, add it as a new block sprite.
* Add left and right side checkboxes to the weapon create GUI, so we can have non-semetrical equipment items.
* Add furnace item, to allow for smelting of ores and other crafting.
* Add anvil item to allow for creation of brand new equipment.
* Minimum draw distance set to 100 in options menu.
* Allow for non-semetric equipment items, use the left/right checkboxes in the weapon editor to select sides.
* Add check to see if we can add an inventory item first, so we dont overspill the inventory.
* Allow pickups and looting only if we have room in the inventory.
* Crafting GUI is available when interacting with an anvil or a furnace
* Items can now be crafted using the anvil and the furnace.
* Ore nuggets can be smelted into ore bars... i.e. Copper Ore -> Copper Bars.
* Create armor and wearable items using your newly smelted ore bars.
* Exploding arrows, created by combining arrows with bombs.
* Anvil and furnace have collision.

Bugfixes:
* Can't target enemies when the player is a miner.
* Better ghost random target wandering.
* Only do the wand retract animation if we are actually casting.
* Player stats are now stored in the profile manager.
* Make sure we cant open the inventory,character stats or pause menu when we are dead.
* If we die with the pause menu or inventory or other GUI open, close it automatically.
* Hitting with bare fists doesn't cause a knockback on enemies.
* Stop moving when we interact with a treasure chest.
* Only allow random quests if we have random monsters to choose from.
* NPCs now have a radius for collision.
* NPCs dont render or update when out of draw distance.
* Make sure that enemy target positions are always on the ground, not floating.
* Better silhouette rendering, can't see lines/wireframe  now.
* Turn around to face camera view when throwing bombs also.
* Also reset the chunk hash table when we goto frontend and back into game.
* Make sure we render the block particles AFTER any outline silhouettes. (Stop particle bleed)
* Only camera sort chunks if we are using occlusion culling.
* Don't display the selection block (mining) if we are interacting with a copper ore deposit.
* Fix player floating above the world.
* Don't used the modified delta time when updating the diagnostics objects.
* Don't always re-create the loot slots when loading and unloading the LootGUI.
* Don't always re-create the inventory slots when loading and unloading the InventoryGUI.
* Fix the light flicker rendering bug.
* Don't allow opening/closing of the inventory or character screen when crafting.
* Allow removing of 'non-quantity' items from the inventory. i.e. weapons
* Fix shadow rendering draw order in the front-end.
* Make sure shoulder slot is reset in the weapon create GUI when unloading.
* Support ghost render wireframe mode.




Vox V0.25
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New Features:
* Infinite map support!
* Much better performance with chunk/block organising.
* Modified how chunks are loaded and setup during the landscape generation phase.
* Seperate 64-bit and 32-bit executables. Better for players with a 64-bit operating system.
* Enemy spawning is now based off the players position, to keep enemies in range of player.
* TombStone object spawns when the player dies, used to indicate player death, reason and time of death.
* TombStones can be interacted with, much like the signposts.
* Slightly modify the fade up text effect, add a bounce scale animation.
* Streaming support for audio files.
* Background music is streamed when played.

Bugfixes:
* Remove static jpg lib and replace with buildable jpeg library.
* Remove noise DLL dependencies and replace with linkable .lib file.
* Don't always create block sprites when the player explodes. (Random chance)
* Fix dynamic light removing - Make sure to set light index to -1.
* Fix uninitialized player torch light ID.
* Remove old DLL files from the executable folder (libnoise and irrKlang).
* Add flag to control main menu skipping. Dont allow skip once animations have all finished.


Vox V0.24
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New Features:
* When placing items, reduce the inventory quanity and remove item if we use all items
* Interacting with a placed torch will now allow you to pick it up and use it again.
* Placement torches now set the player to have a light, as you are actually holding a torch!
* Player attacking is now tied to the animation times and proper sword swipes.
* Bare hands attack when no weapon is equipped.
* Better skeleton sword attack animation timings - Much improved sword combat.
* Better shadow merging at the sunset and sunrise.
* Lighting checkbox in options menu is now hookced up to the lighting render model.
* Add maximum and minumum look up and look down rotation angles when rotating with the mouse.
* Render block particles in creation viewport in weapon editor and inventory.
* Particle effects in the inventory GUI.
* Frozen status text when using the ice wand
* Make the player model shorter - Feet closer to body.
* Better outline rendering, no longer render outlines for 'inner corners'.
* Silouette rendering when target is occluded.
* Add spear and hammer weapon objects.

Bugfixes:
* Remove pause manager class.
* Stop/start the particle effects when we have placed an item and are not rendering it in the hand for a short period.
* Fix bug where adding to quantityt items wasnt working if the item was equipped.
* Don't increase the game time when we are paused.
* Dont allow jumping enemies to jump when attacked and being knocked back.
* Dont allow jumping enemy knockback if already in the air.
* Skeletons can't be knocked really high during combat now.
* Sun/moon appear times tweaked.
* Release the target camera mode if we open the particle editor or weapon editor.
* Player disable torch when dead and only loads particle effects after we have spawned.
* Close the pause menu if we open the inventory or character by the GUI buttons.
* Quest text reappears after going into the weapon editor.
* Fix alpha glitch when we tried to fade in/out quest text before it was displayed.
* Fix bug where action buttons would dissapear after using weapon creator.
* Better sword attack detection, better handling of y-component of distance check.
* Only set the weapon create GUI particle effects to erase if we are loaded, else we have already erased the particle effects... GRRRR need smart pointers!
* Fix some particle unloading crashes.
* Cannot press/spam certain GUI buttons.
* Don't render Crosshair when the player is dead or respawning.
* Better combat damages for ALL weapons and enemies.
* Melee Skeletons now bock away if trying to attack too close.
* Slowdown jump attack ONLY we are are not already attacking.
* Item pickups attrack only if the player isnt dead.
* Only do wand damage AFTER the wand has started firing particles.



Vox V0.23
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New Features:
* All new dynamic deferred lighting rendering and lighting system.
* New item placeable in the world - Torches.
* Torches light up the world and need to be placed to stay safe at night time.
* Add torch as a weapon type.
* Options menu now also available from the frontend as well as in-game.
* Multi-line textbox GUI component.
* Allow weapon creation GUI screen to edit the description of the weapons.
* Re-enable actionbar loading and saving to file.
* Better transition to follow cam.
* Player now carrys a light object when a torch is equipped.
* Aggro reset on monsters, i.e You can now escape chasing monsters by running away.
* Do different damage with melee hits depending if we are using a sword, pickaxe or bare hands.
* Line width is now a parameter when rendering outlines on the target enemies.
* Variable line width for target rendering depending on distance to target.
* Night time now moves faster than day time, i.e less time spent in 'night mode'.

Bugfixes:
* Options menu resolution pull down now has top level depth.
* "Update Icon" button rather than "Update Texture".
* Properly equip the players items when the player respawns.
* Remove the bug where rogue particle effects were staying around after a respawn.
* Properly organise the keys and input during speech bubbles.
* Dont allow to jump, open inventory/stats during speech bubbles.
* Enter/Return and escape can now be used properly during speech bubbles.
* Dont allow different attack types unless we have a sword weapon equipped.
* Add modelloader header files to Juice engine main header.
* Fix many actionbar loading and saving bugs.
* Fix the bugs where the action bar wouldnt update properly when inventory was opened and reshuffled around.
* Remove the duplicate list of inventory buttons since this pointer is also referenced in the parent list.
* Better inventory and action bar config file loading
* Fix inventory components not being removed from the GUI after unloading inventory.
* Wait delay when a monster reaches his waypoint destination.
* Delay between monster jumping - stop constant jumping up and down.
* If we close the Inventory/LootGUI while dragging an icon, reset the icon position.
* Fix draggable-button GUI component actions when the animator is disabled.
* Make sure we cancel any mouse button presses when we turn the cursor off.
* Use proper skeleton names in the quest text - "Skelebob" and "Skeleton Archers".
* Fix the quest text never appearing again after you close the inventory.
* Only allow enemy targetting in Game mode, not Frontend.
* Don't go to loading screen, goto blank screen. So we can open inventory/character in game without pressing esc.
* Shader fixes for laptop and other graphics cards.
* Frame buffer fix for laptops and other GPUS. (Use same internal RGB format)



Vox V0.22
----------------------------------------------------------------------------------------------------
New Features:
* Weapon editor mode, this is different from the creation editor.
* Make the disctinction between the creation editor and the weapon editor, re-arrange GUI controls for clarity.
* Remove the scale and offset values and sliders from the creation GUI.
* Add outline rendering support to the items.
* Show items interaction outline rendering when the player is close enough to interact with items.
* Better camera controls during combat with target enemy.
* New sword attacking animations and variety.
* Player sidestep jump, when in target camera mode.
* Close the target camera mode when the inventory, character screens are opened.
* Letterbox rendering when in target camera mode.
* Different sword attack types - thrust, swipe, jump attack.
* Better target camera, smoother camera transitions.
* Amount of offset from players world matrix is variable.
* Better targetting for aerial enemys.
* Smoothness and lag on the camera X axis target offset.
* Side jumping now drags the camera X-axis offset to the left or right as we jump.
* If we zoom out to max distance we change to follow camera - WIP - Needs transition!
* Remove all item properties components from the Voxel editor. (They are now in the weapon editor)
* Allow items to be manually dragged from the loot box to the inventory.
* Vox Texture icon on the voxel creation screen, button to update the texture.
* Non-transparent HUD backgrounds.


Bugfixes:
* Fix roundtripping and deleting the inventory slots and items on 2nd game load.
* Fix updating creating the inventory icons for an equipped item. Proper quality textures.
* Fix for weapon particle effect offset when in first person mode.
* Allow hands particle effects to have the first person rotations and offsets applied.
* Make sure that the ice wand sound effect is stopped if the player dies while using it.
* Don't allow interactions when we are in target mode.
* Fixed jerky camera transitions when going in and out of target camera mode.
* Properly set the camera and players rotation when going in/out of first person mode.
* Dont display the bomb model in the hand after we have thrown a bomb.
* Dont do any bow shooting logic if we are not charging the bow.



Vox V0.21
----------------------------------------------------------------------------------------------------
New Features:
* Better inventory GUI textures, convert to icons. Highlight which slot belongs to which part of the body
* Better quantity text rendering on inventory items.
* Background texture used when rendering inventory icons.
* Bomb explosion and hiss/tick audio.
* Bow and arrow draw sound.
* Better player bow animation - rotate body and legs slightly.
* Add grid render to creation mode.
* Better loot gui and action bar graphics, use same as inventory sizes and spacers.
* Outline rendering for creation chunks.
* Render outline when writing to output image.
* Support loot GUI storing the slot X and Y positions, so when storing items in chests position is preserved.
* Tooltip intro animation on inventory and loot GUI.
* Footstep sound time is now also based on distance walked as well as time. (Slower walking sounds better)
* Animating door item. Opens and closes when interacting.
* Add item quality to items in the inventory - Common, Uncommon, Magical, Rare and Epic.
* New GUI textures - different GUI colours for different item qualities.
* New Win32 application icon for Vox.
* Better and smooth Lag on the player center position camera tracking.
* Better first person mode - slightly higher up.
* Attacking repositions the players forward vector, always attack where camera is looking.
* Support undoing fill operation in creation mode.
* Close the loot GUI when we press the 'take all' button
* Better cursor switching on when having multiple GUI screens open

Bugfixes:
* Fix Sheild -> Shield spelling mistake in the tooltip.
* Dont render the particle emitter debug draws when in creation mode (only particle mode).
* Fix Z offset bug when importing Vox file to the creation editor.
* Remove the slot text from the formatted label and use a seperate GUI label.
* Better loot GUI close button.
* Make AddIcon function now take a texture width and height in the renderer.
* Output Vox file thumbnails at 64x64.
* New actionbar textures.
* Proper item library animation times when editing items.
* Only allow storing in the loot GUI, if the loot GUI is open and loaded.
* Only play bow sound if we have sound enabled.
* Dont allow spamming the bow attack by fast clicking.
* Better camera on inventory character model.
* Don't allow world editing in item library mode
* If we drag an item to the loot GUI when on the action bar - remove action bar button.
* Bomb sound effects are now affected by the audio settings in the options menu.
* Particle and creation gui use gradient background and better border textures.
* Support setting the Win32 Icon after creation/setup.
* Make sure that we always render the sky gradient with a fully flat shaded quad.



Vox V0.20.1
----------------------------------------------------------------------------------------------------
New Features:
* Change bow and arrow shooting to use a "press and hold to charge" system.
* Arrow speed and power is based on how long the attack button was held for.
* Support skipping the intro and main menu animation by pressing ESCAPE or mouse clicking.
* Wait for the WHOLE title to explode before allowing us to go to another screen from main menu.

Bugfixes:
* Don't allow character screen to be opened when in creation mode.
* Better bow and arrows, dont have to rotate the bow model now.
* Remove the quest GUI components and the death GUI components when we quit.
* Clear speech bubbles and speech text when quitting the game.
* Dont update or render scenery objects if the chunk that they belong to are no loaded or setup.




Vox V0.20
----------------------------------------------------------------------------------------------------
New Features:
* Actionbar quick keys for the keyboard number keys.
* Drag items from the inventory to the action bar to assign number keys.
* Use the number keys to activate the quick items that have been assigned.
* Allow for items to be stored in the chests - drag from inventory.
* Improvements to the character stats screen.
* Button on the HUD for the inventory and the character stats.
* Switch over to using sphere bounding volumes for chunk frustum culling - more efficient.
* Item placement mode, you can now place items in the world from your inventory - chests, signposts, ore, etc.
* Display the coins collected count on the HUD.
* Make skeleton archers have a bit of randomness in their shooting direction.
* Item library - easily browse and edit all the vox files that have been created.
* Random quest generation - Each time you accept a quest it is random with random objectives and enemies, etc.
* After completing a quest NPC will generate a new random quest.
* Import vox models into the world, during chunk creation stage.
* Random tree generation algorithm. (Also works for cactuses!)
* Add flag to particle editor to allow for random rotations on particles (or not).
* Add Create world screen to the front-end. Link in world generation systems.
* Smoother player movements - dont suddenly stop when finished walking, come to a gradual stop.
* Create random world objects during chunk setup phase.
* Add block sprite manager to chunk manager.
* Re-use block sprites for world scenery generation.
* Allow us to ignore the modify flag when importing world scenery, we dont want this to trigger a load/unload to file.
* Depth of field shader!
* Depth of field shader combined with SSAO.
* Depth of field toggle on the options menu - Enable or disable the DOF effect.
* New world for alpha version of Vox, Tanubis! Desert world with cactus world objects.
* Different enemies spawning in different locations, i.e. forest enemies and desert enemies.
* New ores - copper, iron, silver, gold.
* Give player rewards and experience when completing quests.
* Allow inventory and character stats screen to be open at the same time.
* Player stats in player and points on leveling up.
* Enemy target mode - activated by pressing the right mouse button when crosshair is on an enemy.
* Item collection quests implemented.
* Enemy targeting on the X360 control pad - Left sholder button.
* Occlusion culling for the world, based on the bounding box of the chunks.
* Add occluded cache flag to the chunks, so we only calculate the occlusion when the camera changes.
* Outline rendering shader of the players target.
* Hover outline rendering when the player is targetting an enemy with the cursor

Bugfixes:
* Switch between shadow and non-shadow versions dynamically if shadow FBO can't be loaded.
* Automatically turn off DOF and shadows if we fail to load the shaders.
* Disable DOF in the options menu if not available.
* Fix the bug where sometimes the inventory icons background would 'detact' from the icon.
* Enemy and chest spawning within the proper world sizes, based on chunk size.
* Make sure that ALL inventory GUI components are removed when the inventory is unloaded.
* Unload the action bar when the front-end is selected.
* Convert blocks to use an integer for colour rather than dumbly storing floats.
* Remove the blocktype enum from being stored in Blocks, it wasnt being used anyway!
* Don't crash the renderer if we try to load a texture that doesnt exist!
* Fix bug where if we remove a GUI component while we are still interacting with it, mouse events still get sent (and crash).
* Change the warning popup text, remove the references to 'demo'.
* Better player alpha when shadow mode enabled/disabled.
* Properly unset the player selection box render when switching between equipped items.
* Use proper world folders for different world indexes, when loading/unloading chunks.
* Use the scenery file in the front-end folder for loading the frontend scenery.
* Remove the 2 smallest screen resoltuions from the options menu 640x480 and 800x600.
* Increase options border size, so all GUI controls fit inside.
* Dont import mouse clicks to the GUI is we are in player mode.
* When importing world scenery, dont fill with empty (non-active) blocks - ignore them.
* Dont allow selection movement in the speech manager if the current speech bubble doesnt have options.
* Null pointer fix when getting the selection index from the speech bubble.
* Don't show the button graphic on the speech bubbles.
* Dont allow player movement from the X360 while we have a speech bubble open.



Vox V0.19
----------------------------------------------------------------------------------------------------
New Features:
* Add particle effects to the 'head' part of the character.
* Add particle effects to the 'body' part of the character.
* Add particle effects to the 'legs' part of the character.
* Add particle effects to the 'hands' part of the character.
* Add particle effects to the 'feet' part of the character.
* Dont update or render enemies if they are outside of the draw distance.
* Add collectable flag to items, so we can now distinguish between items that are collectable by the player.
* Player damage now displays on screen text popups.
* Items can now contain multiple block sprites.
* Treasure chest object added.
* Sign posts object added.
* Interactable items now close if you walk away while they are interacted with. i.e. Chests closes, signpots text close, etc
* Items now have a quantity and this gets used up as you use the items. Bombs and arrows are limited.
* Added skeleton walking enemies.
* Skeleton enemies chase the player and attack with dual swords.
* Shooting enemies - shoot arrows at the player that can damage and kockback the player.
* Enemies lose aggro when the player dies and respawns.
* Loot GUI, when interacting with a treasure chest, shows items inside the chest.
* New nighttime music loop.
* Day night cycle with different music loops.
* fade down and fade up with the music levels when we transition day/night cycle.
* Only allow ore deposit interaction if the player is a miner and holding the pickaxe
* Random generation of some scenery objects - grass and flowers.
* Added KING SLIME monster that spawns after killing 10 small slimes.
* Add 'A Simple Task' quest, for killing slimes.
* Updated intro, added flying bee enemies, more items, chest falling...
* Add a 'No-Shadows' build configuration with seperate exe that removes all shadow shaders and code.

Bugfixes:
* Fix 'mouse sensitivity' typo in the options menu.
* Remove the animation effect from chunk loading/unloading. (This was causing too many crashes)
* Fix the respawn and explode player animations for proper mirrors of hands and feet.
* Better item magnet.
* Fix editing items that are stored in the inventory, update their graphics properly and also the sprite stored for the item.
* Fix loading and unloading particle effects when modifying the players body parts.
* Fix the dangling pointer reference when we unload a block sprite that previously had particle effects.
* Inverted mouse toggle now also modifies the camera rotation when in creation and particle modes.
* Fix it so that when you edit an already existing character and save, it also gets packaged up and saved, like creating a new character.
* Better screen resolution and fullscreen changes.
* Items dont fall through invalid blocks now, needs to be IN the world.
* Random small time delay on item pickup by the player, make it look smoother.
* Add integer interpolation helper.
* Allow to get the dimensions pointer object on a GUI component, so it can be passed to the interpolater.
* Dont show the tooltips if we are closing a gui, inventory or loot
* Only update the player in game mode - stops him falling out of the world in the Front-End.
* Faster/better item gravity speed.
* Dont create random scenery in front-end.
* Fix up the cursor on / cursor off issues when going in and out of player mode.
* Inventory/Loot/Creation modes now properly store mouse cursor position for proper restoring.
* Interpolator safety checks, clear the interpolator creation lists too on restart.



Vox V0.18
----------------------------------------------------------------------------------------------------
New Features:
* Add in-game text effects. i.e Text popups on screen for damage done to monsters.
* Add moving wings for the bee enemies.
* Support other particle emitter types - circle, sphere, cube.
* Add border spawn flag to particle emitters so that particles only spawn from the edge of the emitter shapes.
* Add header to inventory panel.
* Items 'magnet' towards the player when close by to make pickups easier
* Character stats screen - Press 'C' to open the character stats.
* Add mouse sensativity slider to the options menu.
* Add support for fullscreen. Toggle on options menu.
* Add support for changing screen resolution.
* Allow the GUI to know about audio settings.
* Intro music doesnt play if music is disabled in the options menu.
* GUI button audio is modified by the sound options

Bugfixes:
* Only update the quest text and make it gray for completed objectives, not whole quest.
* Fix debug camera options.
* Possible to toggle on/off the world collision with items.
* When pressing escape, close any GUI that is open but dont automatically open the pause menu.
* Smooth out the camera controls for mouse and X360 pad.
* Make the X360 player movement not frame dependent, uniform speed now.
* If music is set to off, disable music when we first enter the game.
* Fix interpolator iterator bug where we sometimes add a new interpolator from the callback function of another interpolator.
* Enemies are now only rendered when they are inside the frustum.
* Items are now only rendered when they are inside the frustum.
* Game now starts out fullscreen if this option is already set in the options menu.
* Add button audio to the pause menu and also the options screen.
* Fix up the options menu to work on any resolution.
* Fix up the HUD so that it works with any resolution. Enemy health bar and Quest texts.
* REMOVE SHADOW RENDERING FOR THE TIME BEING - This was causing too many people too many problems, Next update I will redo lots of shaders and lighting.



Vox V0.17
----------------------------------------------------------------------------------------------------
New Features:
* Undo added to creation mode, you can now undo created blocks, deleted blocks and painted blocks.
* Make sure we clear the undo stack when we reload a creation sprite or leave creation mode.
* Remove particles button added to creation mode, this deletes any particle effects on the current sprite.
* Add some improvements to the configuration manager so more options can be saved/loaded to file.

Bugfixes:
* Footstep sounds re-enabled.
* More shader and FBO fixes - Support for more more graphics cards.
* Optimize some chunk culling.
* Allow for X360 gamepad async updating.
* Make the shadow renderer depth texture the same as the deferred renderer FBO texture.
* Re-enable the camera movement by arrow keys when in creation mode, custom character creation and particle editor.



Vox V0.16
----------------------------------------------------------------------------------------------------
New Features:
* Add X360 gamepad support, much more fluid movements.
* Add absolute player movement, player no longer has to ALWAYS face forwards with camera.
* Player death text/screen on the HUD when the player dies. A quick simple button to respawn.
* Player now has proper respawn position, always resets to this position when respawning.
* Enemies in the world added. (At the moment, just slimes)
* Test NPC added to the world.
* Talking to the NPC by facing towards the NPC and pressing attack.
* NPCs now look at player when they are interacting (talking) with the player.
* NPC Speech management system added, ability to accept of refuse quests.
* Quest objective tracking when killing monsters in the world.
* Quest completion logic added.
* Overhead marker status on NPCs now changes depending on quest status - exlamation mark, question mark, none.
* Added fully dynamic question system. (No hard coded quest values)
* NPCs now give you quests when they have an ! mark above their heads.
* Killing enemies will update the quest objective text on the right hand side.
* When all objectives are complete, return to the NPC with the ? mark above their head.
* Fade in and out the quest text when we open the inventory/particle editor.
* Add experience bar to the HUD.
* Get experience when killing monsters.
* Add Debug Camera toggle to options menu (Press G to enable debug camera) Arrow keys and mouse to move the DEBUG camera
* Add Pause toggle to options menu (Press L to pause/unpause)
* Add 'remove GUI' toggle to options menu, for better screenshot taking.

Bugfixes:
* Disable lighting in the creation mode rendering, so light doesnt affect edit mode.
* Reduce the max draw distance size in the options menu.
* Change over all the voxel sprite file extensions to .vox now instead of .txt
* Dont allow knockbacks to push the player or enemies into active blocks in the world.
* Inventory character render now has properly mirrored hands and feet.
* Wand/staff attacking now hits and damages enemies.
* start/Stop wand attacking when using the gamepad.
* Inventory now uses the block sprite manager to re-use already loaded sprites, saves memory.



Vox V0.15
----------------------------------------------------------------------------------------------------
New Features:
* Resume button on the pause menu, can resume the game by also pressing ESCAPE again.
* Add draw distance slider to the options menu.
* Add toggle to turn sound effects on/off and slider to adjust volume.
* Add toggle to turn music on/off and slider to adjust volume.
* Add a gradient sky background. Better model of the sunset and sunrise. (Sun & Moon need work - WIP)
* Created characters from the front-end now get saved out to a special 'saved' directory for saving whole characters.
* Add options to turn on/off shadow rendering.
* Add options to turn on/off SSAO rendering.
* Add options to turn on/off noise filter.
* Add labels and headers to the options menu.
* Add the ability for block particles to take a start and end scale value and interpolate across this scale value.
* Explode and block destructions now scales down to nothing as well as fading out.
* Add particle editing... pressing 'P' now brings up the particle editor. (VERY much a Work In Progress, needs lots of improvements).

Bugfixes:
* Fix a interpolation bug in the day/night cycle with the transition from night to morning, now smoother.
* Reset chunk merge flags WHEVER a chunk gets loaded.
* Dont check the render flag when unloading chunks... allow 'air' and 'full' chunks to be unloaded.
* Fix the hands and feet rendering so that feet and hands are a mirror of each other, rather than a rotation.
* Always set 'create' as pressed when we load creation mode.
* Tidy up some of the GUI exit animations when switching back to player mode.
* Make all the exported vox files write-able so exported objects can be saved again.
* Particle effects in creation mode now have the correct scale. (Inverse of world scale)
* Reset creation chunks, when going into particle creation/edit mode.
* Jumping now occues on space press, NOT space release.
* Particle effects can now be tethered to the emitter root position. i.e better torch fire effect.
* Fix the deferred rendering texture creation bug, so it should work on Intel HD graphics cards now.
* Saving of creations with newly added particle effects doesnt cause a crash now.
* Fix memory delete crash when unloading a weapon with more than 1 particle effect.
* Only update the time and lighting when in-game... night time and sunsets make the frontend too dark.
* Pressing 'escape' now correctly closes the creation mode if it is already open.
* Fix spelling mistake - "Ammmo"



Vox V0.14
----------------------------------------------------------------------------------------------------
New Features:
* You can now rotate the character models in 'Select Character' and 'Create Character' screens with the right mouse button.
* Reset defaults button on 'Create Character' screen resets the rotation of the model.
* Dev build version and release type debug text shown at bottom of screen.
* Add a close button to the Vox application window.
* Open up the intial world size a bit, so people can test compatability with a larger world.
* Add time and season text display to the HUD
* Add option menu toggle to turn day/night cycle on and off.

Bugfixes:
* Add button audio to switching character buttons and also the buttons on 'select world' screen.
* Better cloud creation, height offset.
* Fix the bomb crash when bombs are thrown outside of the world and explode, invalid pointer.
* Fix the memory limitations when using a large world size, re-use the vertex buffer objects, dont create new ones!
* Put a limit on the size of the shadow texture, fix lag on HIGH-END graphics cards.



Vox V0.13
----------------------------------------------------------------------------------------------------
Bugfixes:
* Fix more shader bugs, should work on ATI and Intel grahpics cards now.



Vox V0.12
----------------------------------------------------------------------------------------------------
New Features:
* Working options menu in-game.
* Configuration manager saves out settings/configurations.
* Options Toggle for turning on/off inverted mouse controls.
* When creating custom characters, the 'create custom' part buttons will now edit the current show model.
* Dont output the world chunks when exiting from the frontend.

Bugfixes:
--Game--
* Dont allow the pause menu to be opened when the inventory is still animating
* AUtomatically close an open inventory when we open the pause menu
* Allow the overriding of the chunk modified flag, so we dont output the chunks when going from frontend to the game.

--Juice Engine--
* Fix the shader bug that was causing a crash on ATI graphics cards



Vox V0.11
----------------------------------------------------------------------------------------------------
Bugfixes:
--Game--
* ALWAYS hide the tooltips when closing the inventory.
* Unload the popup GUI components when switching between FE screens.
* Show popup error message when shaders are not loaded.
* Popup warnings when Frame Buffer Objects cannot be created.
* World button 1 also removes the popup message box

--Juice Engine--
* Dont throw exception when deferred rendering cannot be setup, instead allow for a error message popup. (BOOL return value)
* Use a better shadow texture size, ratio is worked out from GL_MAX_TEXTURE_SIZE.



Vox V0.1
----------------------------------------------------------------------------------------------------
New Features:
* Completely redo the create character screen
* Allow for custom body parts on Body, Legs, Hands and Feet.
* Scaling weapons and offset when modifying weapons in creation mode.
* SSAO shader tweaks.
* Remove cave creation for the demo.
* Limit the work size to 10x10 chunksize for demo.
* Remove NPC creation for demo.

Bugfixes:
--Game--
* Fix memory leak when in creation mode from the frontend.
* Shadow rendering bug when going from game mode back to frontend
* Fix player modement when in absolute movement mode.
* Fix missing filename when adding particles in creation mode.
* Clear particles when round tripping game modes.
* Clear the creation particles when pressing the 'create new' button.
* Be sure to check for cleared NPCs and enemies when switching modes (NULL pointer check).
* Only allow quit menu when in game mode.

--Juice Engine--
* Reduce the audio volume on button audio events.
* Increase the shadow rendering texture memory.
* Allow for customizable pulldown menus (WIP - Needs lots of work).
* various bugfixes for pulldown menus.
* GUI animations memory freeing.