before it displayed the float values from the depth buffers as
byte-wise RGBA values, which looked weird and wasn't super helpful..
now it's displayed as luminance float (i.e. one float representing
greyscale), and transformed in the same way the TDM particle shader
transforms the depth values to doom units (and then scaled back to
0..1, with 1 representing 3000 units)
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.