to the main map, and that data must be valid or we get no textures, and the water
heights will be incorrect.
Also complain loudly if the mission type is wrong (should never happen!)
fixes ticket:2262
(cherry picked from commit b859c3d6997a9860662b1be8753c643fc48f2a72)
NOTE: since this is going on, on our mission maps, we just fix the issue, instead of
removing the item, since the item in question might be used by the scripts, and removing
it would break things.
fixes ticket:2302
(cherry picked from commit 94bedce442051a0cb1562fb0f8962c54e60e9fa3)
This speeds up the preview screen back to 2.x speeds.
(cherry picked from commit 5f42d0032a9c8dc0b4de60cbef7f9bba8b0b70f0)
Conflicts:
src/game.c
src/map.c
The only remaining purpose of GAME_BUILD was to hackishly change structure IDs around, which is not useful since structure IDs are already synchronised.
Changelog: Fix inability to select or target some structures due to duplicate structure IDs.
Fixes audio message that shouldn't be there, since power from oil drums is no longer sent as a "gift".
Changelog: Fixed desynch on picking up oil drums included in maps. Also fixed power transferred audio on picking up oil drums.
Hopefully, skirmish games will be just like multiplayer now.
Changelog: Game difficulty setting no longer affects damage in single-player skirmish games.
Basically, any player that changed the game difficulty level to help them beat the campaign would end up accidentally cheating 10% extra power in multiplayer...
This caused desynchs for obvious reasons.
Changelog: Fix desynch due to each player's power generation speed in multiplayer depending on the their game options difficulty level.
(Adding a "Changelog" line, in case anyone wants to try making a changelog using a script.)
Changelog: Fix queued structure blueprints flashing just before being built.
If said map is shutdown, then instead of crashing, this just makes it so you don't see textures.
Note for the future: Perhaps it is better to just abort out instead, since it means that we
shutdown the map when we were not supposed to...
fixes ticket:2265
fixes ticket:2256
(cherry picked from commit f3406075e3cca5599bf699d0e07fc4e83266e55f)
Could usually be reproduced by filling a transporter, ordering to unload in an enemy base, and queueing an order to fly back.
Would probably trigger randomly, but not in autogames where orders usually aren't queued.
Also added action targets to syncDebugDroid for easier future bugfinding.
Removes the need for turnOffMultiMsg() in some places.
Should reduce the number of messages sent over the network a bit.
Also removes two unused functions in src/transporter.[ch].
Also, renamed the confusingly named partially-unsigned vectors {startX, startY, srcHeight} and {tarX, tarY, altChange - srcHeight} to signed vectors src and dst, respectively.