Bugfixes, performance fixes, tears.
Panning for gold, with the Quadtree! Sulix celebrates the panning in the quadtree finally working* with the worst pun yet! * The segfault doesn't count.
Critics are panning the quadtree's panning. (It's broken)
Heinous Quadtree crimes. "The bézier tiptoed out of bed. What an adventure it would be to go beyond the quadtree node in which it had lived its entire life. Its mother had told it sternly that it was dangerous to wander the dark wastes beyond the root node. Bobby Bézier had never believed the stories, though: there were no such things as wild NaNs that ate all of the coefficients of naughty boys. Bobby looked up at the sky: the infinite void of night penetrated only by the debug text high above. Tentatively, he inched one of his endpoints over the quadtree node boundary. But alas: his mother had perhaps been right all along. She would scald him so... how would he hide the fact that his endpoint had been clipped right off!"
Some really horrible utility Quadtree functions. Who writes a recursive function with four switch statements in it? (Apparently, I do...)
Automatically generate quadtree children. This mostly works, and does the view reparenting. It doesn't do any clipping, so we still hit precision issues as (for example) bézier control points are outside the quadtree node's coordinate system, and become very, very large. There are some issues with the boundaries of quadtree nodes, as the system currently can't display two nodes at once. To compensate, it traverses up the tree until it finds a single node which contains both, though this will be a distant anscestor if the nodes are distantly related. Quadtrees are still disabled by default. There are also a couple of minor changes to the GL code to make it spit out fewer error messages and run slightly faster on some hardware.
Some QuadTree fixes.
More QuadTree code.
QuadTree Rendering with GPU coord transform.
Actually add the Quadtree coordinate code