SD2 update
[mr2516] next fix vehicle_accesoory table after 2505.2 && 2507. seems as still exists some problems from this "compartibility fix" :(
Update script_commands.txt documentation file. Thx to Grz3s for reminding
[12295] Fixup DBScriptEngine Doc file. Thx to NeatElves for pointing
[12296] Add new SCRIPT_COMMAND_TERMINATE_SCRIPT (31) command to DBScriptsEngine

This command can be used to terminate the execution of a DB Script, depening if an (alive) npc is nearby

Without data_flogs & COMMAND_ADDITIONAL, further steps of the script be will terminated if the provided npc is not found (alive) in the search radius

With data_flags & COMMAND_ADDITIONAL, further steps of the script will be terminated if the provided npc is found (alive) in the search radius

This can (for example) be used to prevent double spawning of an npc.
But remark that the order of the script steps are time depending, so you must be sure that the terminate command is handled before (lesser delay) the commands that should be skipped
[12297] DBScriptsEngine - Prevent multi execution for same scripts for most cases

Note: In the moment only dbscripts_on_quest_*, _on_gossip and _on_event are handled this way

Conflicts:

	src/game/Map.h
	src/game/Player.cpp
	src/game/ScriptMgr.cpp
[12298] Add possibility to toggle WaypointMovement WaitTimer

* Use this to allow SCRIPT_COMMAND_TERMINATE_SCRIPT to toggle the WaitTimer of a waypoint-moving creature
* Also fix a typo in recent commit, thx to Grz3s for pointing
Fix possible glitch in recent commit. Thx to Grz3s for pointing
[mr2517] tempfix hacks from 12298. need more correct way for this direct MG operations :(
[mr2518] fix crush in Camera destructor for not fully created object. related to #1265 again.
[12299] Add support to pause Waypoint Movement

Also add new SCRIPT_COMMAND_PAUSE_WAYPOINTS to do so.

Notes:
- Pausing waypoint movement will not stop the movement in between two waypoints
- When a waypoint is reached while in paused state, scripts of the reached waypoint are not executed until the movement is unpaused
- Be sure to have waittime > 0 when you intend to pause waypoint movement as a result of the db-script on reaching a waypoint

Conflicts:

	src/game/MovementGenerator.h
	src/game/WaypointMovementGenerator.cpp
	src/game/WaypointMovementGenerator.h
[12301] Let traps trigger when any unfriendly is nearby

Idea to change check depending if the trap is player controlled by rsa
(more simple version then old - /dev/rsa).
fix no-PCH compile after 12299
[mr2519] Fix broken "Guild information \ Log" when removing member.
[mr2520] More limit random movement for flyers :(
Merge branch 'master' into testing
Revert "implement per-map locking in grid load/unload/access procedure v0."

This reverts commit 7ee8e3177e22037132a89c73a7762e735d412542.
fix no-PCH compile
implement per-map locking in grid load/unload/access procedure v0.5
- RW lock grids create/delete/unload/access
- lock map unload
- more correct map pointer set (for players mostly), DANGEROUS!
- always ensure grid create for player operations
- rename one locktype
- fif map pointer usage in some cases
- some style fixes.
related to #1255 testing
Revert "[12293] Ensure that isAlive and isDead return expected results"

This reverts commit d7e3a9c0899909880d72cf1fcd549cd7de6fb78f.
close #1272