Reduce log spam for unknown messages.
Add .rmsg to .ini converter by Emdek.
Readd skirmish/mp research messages, converted to .ini.

Removed in 82f4369beffd89431b743492abb04a0684c67aec. Fixes #3085.
Add syncDebug on changing factory commander.
Fix gridStartIterate in moveCalcDroidSlide clobbered by the one in moveShuffleDroid.

This caused crashes and probably general weird behaviour.

Introduced due to horrible grid system API involving global variables in 0b7605c4ee9464f5966a31d6523fb7e248f4323a.

Fixes ticket:3287 and ticket:3301.
Initialise zlib input data to nothing on socket flush.

Fixes possible crash in zlib deflate routines when flushing sockets before any data has
been written to the socket.

Seems to be reproducible if applying the following tmp queue commit, hosting a game, and
joining it.
Allow using NETbeginEncode()/NETend() with tmp queues.

Clients actually get a game full message instead of a host has dropped connection
message.

Don't double-pop NET_REJECTED messages when joining (which were sent to a random socket
other than the joining client, anyway, due to being attempted to being sent to tmp
queues). To reproduce, apply this patch to the host but not to the client.

Hopefully fixes ticket:3245 and ticket:3300.
Set »ingame.JoiningInProgress[i] = false;« in NET_InitPlayer().

Avoids players seeing only flags, no player names or ready buttons, when joining a
re-hosted game. The issue was MultiPlayerJoin() failing to send a NET_OPTIONS message
via sendOptions().

Avoids the "Waiting for players" screen in single-player mode, after nearly starting a
single-player skirmish game, going back, and loading a game instead.

Fixes ticket:3309.
Show health as well as build progress when selecting incomplete enemy structures.

Fixes ticket:3256.
Update droid height after unloading specific droid from transport.

For some weird reason, there are two completely different code paths for unloading
all droids at once, or unloading one droid at a time. In the latter case, the droid
height stayed as was whatever it was when it was loaded onto the transport. This
lead to levitating droids or droidmarines.

Fixes ticket:3169.
Remove unused SS_BEING_DEMOLISHED.

Structures being demolished had status SS_BEING_BUILT, not SS_BEING_DEMOLISHED.
Show correct AI names, even when AI list differs from the host's.

Fixes ticket:3226.
Fix suboptimal paths on multiple droids pathfinding to same location.

On finding the optimal path for a droid, pathfinding was immediately terminated, on
reaching the droid, without considering paths crossing the droid's tile. The next droid
to pathfind to the same location would re-use the pathfinding map, which has a hole
around where the previous droid was, which could lead to long detours (or not finding a
path) if the previous droid/droids was/were in a 1-tile-wide/narrow passage.
update MSVC solution file Disable mimimalRebuild since it was slower than doing /Mp
Fix Assert to check for Super Transporter as well
Fix spacing a bit for host lobby screen
Change defaults to window mode & 640x480, so people can see the system dialog popups if something goes wrong on init.
When debug mode is enabled also enable the flag
Change it so you can deconstruct anything but blueprints. Fixes ticket:3312
Add __LINE__ to debug() routines to show exact line it is being called from.
On LOG_WARNING, only ouput the warning one time and supress the rest.