Use correct variable. Fix #2957.

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@16052 3db68df2-c116-0410-a063-a993310a9797
reshuffle the petra deserialization to prevent it to modify the metadata infos

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@16053 3db68df2-c116-0410-a063-a993310a9797
Merge 'remotes/trunk'
various small improvements in petra (choice of units in start game, ram management and team warnings when new trade route available)

git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@16054 3db68df2-c116-0410-a063-a993310a9797
Fix performance problem with unnecessary global message subscription

On my ESR31 branch, I've made two measurements with different replays (both around 15000 turns).
In the first, I got around 3% performance improvement and in the second about 7.5%. It mainly depends on how often aura changes related to the female citizen aura happen. 


git-svn-id: http://svn.wildfiregames.com/public/ps/trunk@16055 3db68df2-c116-0410-a063-a993310a9797
Merge 'remotes/trunk'
import Philip's first commit (fix a patch error).

http://git.wildfiregames.com/gitweb/?p=0ad.git;a=commit;h=dff7446ae0de8c
fc0ee93837765cfbb2cb8a50b6
Import three following patches

Bugfixes and early improvements.
Change ignore file to avoid destroying stuff.
Getting around commit.

Update the pathfind testing map with some wider elements. Make the
elephant a wide element.
Quick and dirty way to remove the z-fighting for the pathfinder overlay.
Quick and dirty way to improve paths returned by the pathfinder using
TestLine, could be slow, needs checking.
Accidental .orig addition deletion

(yeah I like clear commit titles)
Getting acquainted 2

Actually check for obstructions properly when nicening the paths (units
tried going over water)… Also use the short-range pathfinder for
very-short range movements around units that we ran into (because JPS
currently doesn't consider them).
Fix some of my errors, slight changes

Short-range pathfinder now even more short-ranged so that it might
actually be used sensibly. inlined some stuffs 'cause why not.
Need to figure out why static formations aren't obstructions for the
short-range pathfinder.
Quick cleanup

Change the pathfinding demo map because I wasn't sure if the
hierarchical pathfinding also had several passability classes (answer
is yes).
Fix a potential crash
Fix the rally point renderer (to some extent)

There still seems to be some issues with paths that start on impassable
tiles. Otherwise this works fine and is arguably simpler than the
former code.
Fix the last error for rallypoints

Also changes behavior when starting on an impassable tile.
Really fix error I reported as fixed

Also try to fix the tests but it segfaults
Cleanup.

Fix a bug in UnitAI.js (probably a bad merge)
Change a few comments to find them more easily.
Bump hierarchical pathfinder's navcell size to 96 from 64.
Disable the path improvements as this will need to be improved.
Removing stuff is fun

Remove usage of the short pathfinder in CcmpUnitMotion completely and do not check for obstructions at all. Units pass through each other but other than that it works.
This is in preparation of pushing, but that requires a bit of thinking.

Re-add the line straightening algo because why not.