March-04:
* Added a primitive renderig system (Primitive.cpp/h)
* Added Debug Menu system. Pretty extensible, flexable and easy to use (DebugMenu.cpp/h)
* Fixed a font crash caused by a memory allocation eventually fragmenting the xbox memory till it crashed (over a few hours).. Now font just does a single static allocate and shares it for all text render calls
* Added debug assert's and log util functions, also a dynamic string cache (Util.cpp/h)
* Added vector and matrix classes. Bulked them out with a few useful functions. (Vector3, Vector4, Matrix cpp/h)
* Fixed some bugs in the Primitive renderer
* Fixed a bug in the sprite renderer that had the same effect as the previous one i fixed in the font system
* Added an intelligent texture management system
* Added a cool texture browser feature in the debug menu. Displays image, filename, dimensions and reference count
* More debug menu improvements
* Fixed a bug in Player::Update() that caused player ships to dissapear after the controller was disconnected and reconnected.
* Added an Asteroid class
* Added a callstack manager
* Added a callstack profiler which can record performance information down to individual function's
* Added a timing management system. Gives access to a timer class, also allows for global timing management such as pausing game playback or slowing/speeding playback rate without affecting relative game timing charactistics
* Added debug menu options for new features
* Supported all current systems (except Input) on PC which now builds and runs
* Added a set of functions for generating random numbers in various ways (Util.h/cpp)
* Prefixed Primitive functions with 'MF' (Mount Fuji). Will Probably continue this tradition in future with second revisions of each system (there is always a second revision, after the flaw's are found and considered from the first revision through general usage)
* Fixed more debug menu bugs
* Font now uses platform independant MFPrimitive to render instead of dx8 vertex buffers
* Final touches to the debug menu. Scrolls nicely now and clips content within its frame..
* Added PC Input. Only reads joysticks currently, there is no interface for reading anything else in the engine yet (as it was primarily a console engine). Buttons are mapped to a typical PSX->USB adapter in a Playstation layout
* Added options to the debug menu to control the look and feel of the debug menu



