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start without scenery flag
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@@ -76,8 +76,16 @@ state_serializer::deserialize_begin( std::string const &Scenariofile ) {
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}
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scene::Groups.create();
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if( false == state->input.ok() )
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throw invalid_scenery_exception();
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if( false == state->input.ok() ) {
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if( false == Global.editor_startup ) {
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throw invalid_scenery_exception();
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}
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// the editor is allowed to work on ground that has no scenery file yet: starting with -editor,
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// or beginning a new map, names a file which will only exist once it gets saved. an unreadable
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// scenery means an empty world here, not a failed load
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WriteLog( "Scenery \"" + Scenariofile + "\" not found, the editor starts on empty ground" );
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state->blank = true;
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}
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// prepare deserialization function table
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// since all methods use the same objects, we can have simple, hard-coded binds or lambdas for the task
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@@ -164,6 +172,7 @@ state_serializer::deserialize_continue(std::shared_ptr<deserializer_state> state
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if( true == Global.file_binary_terrain
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&& false == state->scratchpad.binary.terrain
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&& false == state->blank
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&& state->scenariofile != "$.scn" ) {
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// if we didn't find usable binary version of the scenario files, create them now for future use
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// as long as the scenario file wasn't rainsted-created base file override
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