Also slightly optimizes some of the hooks because the adding/removing of hook variables should be guarded by the same if() block that controls execution.
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
A bit of small cleanups in preparation of larger scale refactoring.
remove unused member heavy_collision_cm_pos of collision info struct,
which was set in several places but never used.
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
Consolidated a few sequential calls, corrected a few instances of "ObjectB" being removed when "Object" was set, and removed a couple instances of hook variables that weren't set being removed.
add lab stuff to Makefile
build unbreakage for everything that's not MSVC++ 6
lots of warning fixes
fix OpenGL rendering problem with ship insignias
no Warnings() in non-debug mode for Linux (like Windows)
some campaign savefile fixage to stop reverting everyones data