Pathfind to area around queued structure to be built, instead of to tile under structure.

In the following, truck T now pathfinds to x instead of y, when ordered to build a bunker at +. (This was already
the case since 0119eda53f11d2aa5d3e3ccc82203c6657812039, for repairing something at + or building a derrick at +.)
*
 *+
 x*y
T  *

Fixes ticket:3576.
Don't try to remove unfinished off-world structures.

Fixes constant assertion spam:
info [mapTile:434] mapTile: x value is too big (77,19) in 64x64
info [mapTile:434] Assert in Warzone: ../../src/map.h:434 (x < mapWidth + 1), last script event: 'N/A'
info [destroyObject:272] destroyObject: object not found in list
info [destroyObject:272] Assert in Warzone: ../../src/objmem.cpp:272 (psCurr != __null), last script event: 'N/A'

Somehow fixes ticket:3653.
Never add completed researches to research menu.

Researches would fail to disappear from the research menu when the research was complete, if clicking on the
research facility just before the research was complete, since this resulted in setting the research to pending,
and the research would still be pending even after being complete (more likely with high latency, due to a larger
window to reproduce in).

Fixes ticket:3454.
Fix crash when placing transporters on the map in a map editor. Closes ticket:3714
Update changelog
Fix assertion on scavengers with more than 5 factories.

error [setFlagPositionInc:5048] We have too many factories of type 0, player 10
info  [setFlagPositionInc:5049] Can't set flag!
info  [setFlagPositionInc:5049] Assert in Warzone: ../../src/structure.cpp:5049 (false), last script event: '<none>'

Maybe introduced in 737b3d9d24ab1634dafd09558fc8b8a5354ffa9c.
Fix location of centre of viewport rendered on radar window.

This was wrong in CAM_2A, where scrollMinX and scrollMinY are non-zero.

Fixes ticket:3619.
Do not crash on pressing 'T' with a transporter selected.

Fixes ticket:3683.
Fix typo in man page.

Fixes ticket:3716.
Fix commander-related desynch and crash.

Would probably desynch on building anything in a factory assigned to a commander.

Would crash if assigning a VTOL factory to a commander, building a transport, and trying to unload the transport
(which would appear to contain everything assigned to said commander).

The .psCommander and .psAssemblyPoint should probably be syncronised at some point, but for now, are done like
this.

Fixes ticket:1924, ticket:3296 and ticket:3676.
Select both super transports and cyborg transports with Shift+P.

Fixes ticket:3644.
Fix failure to repair commanders on Alt+click.

Selecting a repair droid or cyborg and hovering with Alt over a commander would show the repair icon, but do nothing
on click. This was because repair droids would be ordered to do a structure repair on the commander, and repair
cyborgs would be ordered to attack the commander. The repair cyborgs were smarter.

Fixes ticket:1997.
Do not halt factory production assigned to commanders in skirmish on commander limit, or for VTOLs.

Since unlimited VTOLs can be assigned to commanders, do not halt production of them.
Since .psCommander is not synchronised, do not depend on it in synchronised code in skirmish.

Fixes ticket:2138.
Fix droid parts not flying away from exploding droids, when above water.

This was due to unsigned comparison with the negative water height.

Fixes ticket:3681.
Disable game name icon in multiplayer, too; since it doesn't do anything, anyway.

Fixes ticket:1231.
Only show build cursor over structures for building modules which have been researched.

Fixes ticket:3327.
Fix bungee-jumping turrets.

Turrets would use the exact muzzle position when firing, but use the base position when getting ready to fire. This
would result in a HMG tower pointing in the wrong direction half the time, bouncing up and down, if the target was
close. The turret would correctly point down when firing, and revert to pointing horizontally between shots.

Not using the exact muzzle position for direction, only for pitch, in case other code checks the direction too, and
depends on the result being the same.

Fixes ticket:2789.
Simplify repair logic, where a droid is repairing a droid or structure.

Repairing structures with 0 hp will no longer risk suddenly destroying the structure, although this probably makes
no difference, as structures do not ever have 0 hp. The .actionStarted and .actionPoints fields are no longer used
when droids repair stuff.
Make auto-repair work all the time, not just when droids are stopped.

Droids no longer start to retreat and then stop in the middle of the battlefield doing nothing, while getting shot
at.
Move delivery points under newly-built structures.

Fixes ticket:2998.