g++ warning fix
physics fix: clean up invisible cubes

have the physics engine take the same shortcuts as the render engine
fix rendering of higher mips at the edges of a map

fixes some assumptions of the engine about the rendering
 of mipmapped solid areas at the edge of the world
(confirm bug with an 8x8 solid in the corner of a /newmap)
test for travis
Travis #2
travis IRC
Tweak travis settings, less IRC spam.
travis MOAR test
Travis testing, MOAR.
Final travis config!
Fix fail.
Remove a dependancy.
Merge branch 'master' of https://github.com/ac-stef/AC into ac-stef-master
fix clang warnings
clean up map header handling

Older versions of ac did not obey the map header field "headersize".
When a map was written, only the "version" field was updated, even if
the new written header had a different size. Thanks to bigger headers
in map versions 7 & 8 (and now smaller headers again in 9), the headersize
of basically all official maps is bogus. This fix makes sure, only proper
headersizes are written. It also makes the game tolerate different (bigger)
headers - and keeps their content untouched. Future map format extensions
can use this to add header information without breaking existing map parsers.

This patch establishes a new map format 10, which is identical to format 9,
with the exception that the headersize field is guaranteed to be correct.
Format 10 also allows any amount of additional header data.

This patch also cleans up the transformation routines for old map entities.
additional way of clipping areas: tagclips

In addition to the existing clip- and plclip-entities, this patch provides
a new approach to provide the same: clip areas by tagging cubes.
Each cube of a map has a parameter "tag". All tags in all existing ac maps
are currently zero. It is a leftover from cube 1. This patch uses the tag value
to determine, if a cube (from floor to ceiling) should be forbidden for
players (tag 0x80) or every moving object (tag 0x40). Tagclips have several
advantages over classic clip entities: they are fast to establish (mark
area, then /edittag 0x80) and are "cheap" for the engine. Tagclips do not
increase the number of entities. As tagclips are always floor to ceiling,
they can't be used to build stairs or platforms. Tagclips should be
preferred over clip entities, but can coexist without problems.

Technically, setting the tag value to 0x40 or 0x80 causes the physics
engine to handle the cube like a "solid".
visualisation for tagclips

To keep things cheap, only tagged areas inside the editing grid are shown.
I added two variables, tagnum and taglife, to allow playing with the
parameters of the sparklies. Those should be removed later. The default
values work quite well on my really crappy onboard graphics card. Higher
values start dropping fps.

Also, the edit status line now shows the tag value of the cube pointed at.

The patch also fixes the bug, that the edit status line did not show
details about the selection, unless there was at least one entity in the
map.
limit particle emission to 50 fps
fix: clip all types of players

i hardly believe, anyone can throw a flag in a tagged area, but who knows...
command to automatically convert all suitable clip entities into tag clips

also: fix sparklies in heightfields