Restore the old persistidents system from AC 1.0, since it's working as
intended - if used properly.
As a reminder:
* aliases created by "const" and "tempalias" are never persistent
* aliases created or altered by "alias" or "=" become persistent, if
the persistidents flag is set during that operation
* persistidents if false during the execution of almost all config files
during game start - those files can create aliases with default values
which will not be persistent (until changed later while the flag is
set)
* before saved.cfg is executed, the flag is set and stays set all
throughout the game - which means, that all changes (from menus, for
example) will change the altered alias to "persistent"
* exceptions for map or model config files are unnecessary, since those
run restricted and can't create aliases anyway
* exceptions are necessary for "late run" config files like those in
config/opt/
The new command "persistidents" may be used to manually set or clear the
flag. It also returns the current state of the flag. If used in a config
file, the flag is restored to its original value when the file ends
execution.
In short: only late-run config files (meaning: run after saved.cfg was
restored) may need to manually set/reset the flag. Use const and tempalias
where appropriate and clear persistidents before creating an alias with a
not-to-save default value that may be changed and made persistent later.
DOCREF persistidents
Collect warnings during load_world() and issue a warning at the end. Most,
but not all warnings already printed a message - which usually scrolls out
of the console quite fast.
The collected value is also given back by the loadmap command, which
allows batch editing scripts for maps stop at problematic maps.
Mapsound errors are not detected, if soundvol is zero. Missing textures are
not flagged, if notexture is set.
The error code is ored together from those elements:
0x0000001 entity attribute overflow
One or more map entities had attribute values, that are no longer
supported with map format 10. Rework manually.
0x0000010 map decoder error
Indicates a damaged map file.
0x0000100 world error -1
Map is completely solid. Very funny.
0x0000200 world error -2
Map border is not solid. Fix manually.
0x0001000 missing skymap texture files
0x0002000 missing world texture files (only if no notexture is set)
0x0004000 missing mapmodel files
0x0008000 missing mapsound files
0x0010000 bad mapsound command in map config
0x0020000 bad mapmodel command in map config
0x0040000 bad texture command in map config
0x0080000 bad loadnotexture command in map config
0x0100000 error during loading of mapmodels (see earlier console output)
0x1000000 out of range integer value in map config (for example, "fog 0")
0x2000000 out of range float value in map config
0x4000000 generic cubescript error in map config
The command loadmap is now also available for non-debug builds.
DOCREF loadmap
Create the rotation matrix with quaternions to avoid gimbal lock. The
matrix is created in a way, which has pitch and yaw behave as before.
Some of the quaternion code is borrowed from sauer, some from Q47 of the
Quaternions FAQ at http://vamos.sourceforge.net/matrixfaq.htm.
Keys 5, 6 and 7 (in combination with the scrollwheel) can be used to alter
the new entity attributes.
Pressing editmeta (LCTRL by default) speeds up the scrolling.
(Parts of the roll code are borrowed from Alejandro V. Garcia's commit
"Model rotations, experimental" from January 2013)
Note: coop edit is now broken between "next" and older clients, but I
don't want to bump the protocol just yet.
No more spaces in filenames. The only allowed chars are a-z, A-Z, 0-9 and
"-_.()".
An exception are texture filenames, which may also have a prefix command
like "<decal>" included.
Also fixed some memory leaks in media download.