Had forgotten to call prefrences::set_options. Instead of adding an extra call in the
SP Options Manager, I just moved the call to configure_engine::set_options, which is
called by both SP and MP codepaths.
Turns out I mistook @celticminstrel's opinion that we should use include guards over pragma (737916e).
Since all major compilers support `#pragma once`, there's no reason not to use it.
For future mergability reasons, this excludes src/spirit_po and src/xBRZ. It also excludes src/boost-patched.
the code in mp_create_game calls config_engine_->game_name_default where config_engine_ is nullptr which crashes if the compiler does debug checks on whether config_engine_ is not nullptr before game_name_default() is called.
This is now handled by the MP Create Game dialog in post-show. Since that dialog creates a new instance of this class
each time a game is selected, this should be a small optimization. I might move the entry point setting as a whole
back to this class later.
This fixes the loadingscreen showing in that dialog.
This fixed the gui1 create screen showing after the gui2 create screen,
im particular the gui2 create screen can now be used to start mp
scenarios (but not all configure options work correctly yet)
When using force_lock_settings=yes that game now not only forces
use_map_settings to on, instead if doest show these options and doesn't
thouch those attributes in the scenario.
This implements http://gna.org/bugs/?23037
and might also fix some bugs related to spmp patch ( specially
https://gna.org/bugs/?23509) since force_lock_settings default to yes
for campaigns.
This just adds the gui and preference. It doesn't implement the
feature.
Current modes are "normal" i.e. "independent", "no mirror", and
"no ally mirror".