Random stuff that I should have committed ages ago.
*Big header/include update to remove extraneous files from badguy.hpp (other files were catching those includes too)
*Fix crash in AngryStone with dead/missing player
*Fix crashes in Dispenser when getting "random" badguy in old levels and when badguy creation fails
*Change pause menu in GameSession to display level name instead of "Pause"
*Spawning in a missing sector logs a message and spawns in main instead
*Level loading errors now generate a log message instead of a crash
*Moved constants away from config.h and into constants.hpp, adding SHIFT_DELTA
*Added version.h separate from config.h to hold version # because it changes on every svn update
*Add back in DEBUG as an option (used in config.h.cmake, remove completely if remove at all)
*Add --force-po to xgettext so that CMake will stop trying to build directories with no translations
*Collision_tile_attributes doesn't have as much overlap anymore (maybe even 1 or less would work?)
*Help now shows before initialization such as loading config (pre_parse_commandline)
*Keep try-catch around main loop in debug builds for if you like printf-style debugging :-)
(also so users of development version 0.3.2 or whatever can have meaningful stderr logs)
*Ice works correctly (see bug #458, I fixed it differently however)
*Fixed typos and added check for right side in Player::check_bounds
*Make DisplayEffect a singleton per-Sector (somewhat alleviates bug where Tux dies in menu level and current level fades out)
*Scripting errors don't crash SuperTux anymore
*Camera only gives a message if camera.cfg exists
*Tilemaps give a message if they are empty
*Svn:eol-style=native for levelintro.?pp
*Fixed typo in data/fonts/README
*Infoblock/box stays within sector bounds (see in test/bonusblock.stl "Bonus Block Test")
*MovingSprite is okay with missing x and y attributes (used for custom bonusblock contents)
*It also accepts a "sprite" attribute in all lisp constructors to support modding/customization
*Set meaningful titles and svl:eol-style for test levels
*Add another platform to tileplatforms.stl to experiment
*Remove gratuitous lightmaps from world2/christoph[CE].stl
*Test_old/verticalforest.stl is beatable now (in both big and small tux)
*Fix some (not all) ancient tiles in test_old
*Add info file for test_old
SVN-Revision: 5896