GetMeshMaterial called from definition context now returns default mesh materials.
Store modified mesh material assignments in saved scenarios.
New experimental scenario: Treasure Hunt
SpinWheel sets view to controlled door on open/close command.
Minor map and object fixes to TreasureHunt. Adjust GemOfPower picture rect.
Allow Call to call 10-parameter-functions like GameCall again

CheckParTypes now requires that the parameter array passed in is long
enough, just like Exec does. Luckily, FnCall has a ParSet, which is always
long enough.
X11: Get the randr primary output only once

Not that its remotely likely that it changed in the millisecond between the
two requests, but the code is slightly clearer this way.
linux: Crash-handler prints the address that caused the signal if applicable

To do that, switch from the deprecated signal() to sigaction().

Instead of reinstalling the signal handler, only use SA_RESETHAND for the
signals generated by a bug.

Also stop interfering with the coredump functionality of SIGQUIT, but
handle SIGHUP like SIGTERM and SIGINT.
Move FixedRandom to C4Random.cpp

No need to inline this seldomly-called function, or have RandomHold in the
global namespace.
Make the script parser a bit more concise

Factor the common if (TokenType != t) UnexpectedToken() into a function.
Write the end-of-list-or-comma as one if and one Match instead of a long
switch-case-statement.
Script: Constant expressions can access properties of constant proplists
win32: Use stdint.h instead of windows-only compiler extensions
Use the bytecode parameter for operators as result modifier flag

Previously, the parameter stored the operator number, but that was
only used for the purpose of optimizing unnecessary inc/dec away.
Use === to check whether proplists were already replaced
Improve grammar in comment
Replace some usages of C4ID with C4Def*

In particular those that made the c4script shell depend on C4Id.cpp.
Store Prototype directly in PropLists, not as a normal property

This is mostly to prevent crashes when prototypes are deleted.

Also change proplist savegame format to not include the constant flag - all
constant proplists are not stored in savegames anymore, but recreated from
the game data. Store the prototype at that position instead.
Use pkg-config to get linker flags for SDL_mixer

This makes CMake use the dynamic library instead of the static library on
my system. The latter doesn't link on today's Debian unstable due to a
missing libmad.a.
Merge Call fix commit
Change == and != to do pointer comparison on arrays and proplists (formerly === and !==). Remove === and !=== and introduce function DeepEqual for contents comparison.

There have been some bugs and crashes related to unwanted deep comparison (e.g. in the maze scenario). Scripters very rarely need deep comparison, so it should not be the default for the most commonly used operator.

This also changes behaviour of GetIndexOf to do pointer comparison.

This change has Guenther's seal of approval.