1BUGS
2----
3*** FIXED - watch those babies flock0r!
4The ufo's can overlap each other.  I don't really have a problem with this,
5but I can see how other people would.  Trying to keep Ufo::Pilot() simple for
6the moment.  Maybe some neat-o flocking-ish algorithm in the future.
7
8Visual::LoadTexture(char*) goes ahead and feeds OpenGL textures which aren't
9power-of-two dimensioned.  OpenGL spits out a GL_INVALID_VALUE error, but
10works perfectly (nvidia drivers).  This almost certainly isn't portable.
11LoadTexture ought to increase the dimensions to 2^x and feed back texture
12coordinates (from Visual::UseTexture?).
13
14*** WORKED AROUND - Don't use arrows for gameplay
15Events in Menu invoked in-game interfere with gameplay event state.
16EG: hold down keys_forward while pressing esc, and then release it while menu.
17unSolution:  have Menu feed back all events that it doesn't use, and tell the
18user not to map keys in game overlapping menu keys?
19
20*** WORKED AROUND - Player::Collide() twice.
21One can wiggle out of the corners of the arena - the collision detection sees a collision with the side to your side, and then stops looking, so doesn't stop
22you going through the side ahead of you.
23
24Defficiency in moving sphere collision detection (Arena::Collide(Vector,Vector,
25float)) leads to up to half of player going through the corners of obstacles.
26In this situation, because Arena::Blocked is true for Player, the Camera
27cannot position itself properly, and can end up going inside the scenery.
28
29*** IRRELEVANT: windows have become unresizable */
30The texturing system appears to go for a burton if:
31	run with -bpp 16
32	ungrab mouse, resize window
33I haven't looked into it - people running in 16 bit are just going to have
34to live without resizing their windows.
35
36...and much, much more!
37