* bugfixes:
Remove hg stuff from autorevision.sh.
Remove redundant dependency for version.o.
Move WZ_WRITEDIR to frame.h and use it for the crashdumps as well.
Disentangle some Mac includes.
Actually initialize SDL paste system somewhere.
Update ChangeLog.
Given 4 points, the distance from A to D is often shorter than the distance
from A to D via either B or C, and can be estimated based on the distances
from A to B and from A to C. Use this information, when pathfinding on the
grid.
Fixes confusion over whether orders were accepted or not.
Clicking patrol and circle in the UI now makes the next order a patrol or circle
order, even if clicking before the patrol and circle secondary orders are
synchronised. Although, patrol and circle really shouldn't be secondary orders,
in the first place. Previous behaviour was to just go to the destination without
patrolling or circling, on clicking and then giving the order fast when in laggy
games.
More generally, check that the returned pathfinding result is for the correct
destination, rather than an old pathfinding job to a previous destination, leading
to the droid thinking it was going to the new destination when it really wasn't.
Droids were doing pathfinding, and occasionally they would pathfind to a building,
which happens to get completed in the same update, so next update they would try
to pathfind to the new building in the queue, but receive the path to the completed
building. They would then continue to drive into the old building, until arriving
at the new building (which never happens).
Probably fixes other issues with droids mysteriously going the wrong way.
Fixes ticket:3050 again (different bug, but similar symptom).
Apply incendary armour before converting from damage-per-second to damage-per-update,
such that incendary armour is now a per-second value, rather than a per-update value.
Dropped BASE_OBJECT::inFire, the value of which could be determined from BASE_OBJECT::burnStart.
Fixes ticket:3078.
Use gridIterate() instead of checking all droids, structures and features on the map for splash damage.
Use gridIterate() instead of checking all droids and structures on the map (except your own) for splash damage.
Incendary damage did not affect yourself, and no longer affects allies either.
Incendary damage now affects features.
NOTE: ssize_t can be 32 or 64 bit (depending on platform), so just casting
that to a int in this case since we aren't going to read in > 2^32-1 bytes.
close ticket:3080
This is a partial revert of 5eac7e75e6
since it seems this was the main issue everyone was having while
hosting a game. (It would show odd version mismatch errors in the log)
A full revert may be needed, more testing of hosting & connecting to games
both via lobby and direct IP needed.