squashed:
flower: fixed darker lighting on flower and made other textures work
-The other textures did not work out of the other .material files. And I have no idea why, because they seem to have been loaded. Maybe the graphic files are not loaded for materials that are not referenced from a mesh-material?
Random flower size
More flower textures
Add flower
The sub-pixel position adjustment on SolidMask movement caused much smoother visuals on objects on an airship, but at the cost of things falling down because object vertices wouldn't cross the sub-pixel barrier to the next pixel value at the same time as the SolidMask.
The smooth movement is kept for horizontal.
Also fix a bug that caused objects to be added to the SolidMask movement list twice.
Falling pixels could sometimes get the clonk stuck in a 1px pit and not moving for no apparent reason.
This change also simplifies digging through earth on top of non-diggable materials such as rock by redirecting the clonk upwards when horizontal movement fails.
Setting it by player filenames in the beginning is not necessery (and wrong for invalid files). Also copying it through C4S.Head didn't serve any purpose because PlayerInfo is synchronized in network and replays and startup player count can be deduced from that.
Tested in standalone, network, savegames, runtime join and replays from standalone, savegames and runtime join (Some replays of network games were bugged but that's an unrelated error).
Previously, the em <-> pixels conversion was a hardcoded value. Now the GUI scales with the font size that can be selected in the options.
Sadly, all scales were off since the hardcoded value was too low.
Added some sky islands on the right to make final goal more accessible and visible.
Added some loam.
Changed some trees from Coniferous to Coniferous2.
They serve no purpose in this mission because energy requirement is turned off. However, I have seen two newbies who insisted on building them before using any buildings now, so let's just enable the plans. Building a wind generator is always a good experience because it's animated, makes sound and such.
There are some ownership rules (PropList::GetProperties, Ui::Element..) which are not very clear imo. But there also was at least one clear oversight (name retaining, that is).
The only issue would be an assertion firing at game exit.