Fixes#4572: Don't create .sv6 autosaves in track designs manager, roller coaster designer and scenario editor
Fixes#4573: "Save this before quitting?" in scenario editor saves to .sv6, not .sc6
Most likely a regression of 097c5b101d. gGameCommandErrorText is now cleared when entering a game command at nest level 0. This should ensure no previous error text is carried over to another game command but also still allow nested game commands to work properly.
Potentially fixes#4480: Inappropriate "Land not owned by park" messages.
In most cases peeps treaded provisional paths like paths that were
already built. Since provisional paths aren't synced in muliplayer mode
this caused a lot of desync.
- With this change screenshot file names have the following pattern:
save file name + + YYYY-MM-DD hh-mm-ss + .png
- To get the correct date and time the method platform_get_time and platform_get_date are rewritten and to a version for UTC and a version for local time. This change gave the opportunity to simplify the code generating file names for autosaves.
- SOUND_WINDOW_OPEN is now the new "shutter" sound when taking screenshot.
Some error messages aren't properly displayed because 'gGameCommandErrorText' is replaced with 'STR_NONE' before it's displayed.
This only happens with commands that use multiple commands inside them for do another "job" (or do another check).
Was probably only caused when a player did not have 'Allow unfinished tracks to be tested' enabled. The function was too embeded to work into a callback function, so a new flag is added to say whether the current game command is network sourced or not. This now means the host has to have the unfinished tracks option enabled, otherwise nothing will happen on the client machine. Unfortunately if the host has it enabled and the client doesn't, the command will run on the host game but not the client game and desync. The option, like some of the cheats is game session fixed.