git-svn-id: svn://svn.renegadeprojects.com/ares/branches/feat-carryalls@1027 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
Merged latest updates and wtf else svn insists was changed.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/feat-carryalls@1028 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #516</strong> - [aircraft]Carryall.SizeLimit=[int] ; maximum Size= that this carryall can lift, defaults to -1 - no limit.
<strong>Related to issue #1290</strong> - [unit]Carryall.Allowed=[y/n] ; can this unit be picked up by a carryall? defaults to "decide normally", in which case Organic=yes and NonVehicle=yes units cannot be picked up. If specified, Carryall.Allowed overrules those considerations. Additionally, units infected with a Parasite (TDrone/Squid) cannot be picked up ever.
Also reverted changes that TSVN autocommitted. Meh.
Bonus: Nullable<T> template.
Related to issue 516,1290 .

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/feat-carryalls@1029 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #1290</strong> - Carryall.Allowed parser corrected. TODO: fix logical comparison of Valueable properly.
Related to issue 1290 .

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/feat-carryalls@1032 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #1544</strong> - powered units should correctly update their state after being unloaded. Alex/Ren, if we have a more generic solution for this, feel free to correct it.
<strong>Related to issue #1290</strong> - making aircraft able to land on water is complicated and won't be done for now. Code has been changed so that if a ship is placed on ground, it will explode and take the carryall with it.
Related to issue 1290,1544 .

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/feat-carryalls@1033 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
New branch for hijackers.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/ft-hijacker@1037 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #322</strong>: VehicleThief doesn't check <code>NonVehicle</code> any more. It now uses <code>VehicleThief.Allowed</code>.
<strong>Related to issue #733</strong>: Unlinked permanent mind-control and delete hijacker if KillDriver is used.
<strong>Fixed issue #762</strong>: Hijacker and mind control should work well together now.
<strong>Fixed issue #1403</strong>: VehicleThief doesn't need <code>Thief=</code>, <code>Infiltrate=</code> or <code>Agent=</code> to work.
<strong>Fixed issue #1493</strong>: CanDrive= implemented to reclaim neutralized vehicles. Compatible with VehicleThief.

Documentation updated.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/ft-hijacker@1039 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Fixed issue #762</strong>: The original owner was already unavailable when the hijacker still needed it for escaping. Crash shouldn't happen anymore.
<strong>Fixed issue #1554</strong>: Recaptured units shouldn't act lethargic anymore.
<strong>Fixed issue #1557</strong>: Documentation on <code>Survivor.PilotCount=</code> updated. The tag is actually called <code>Survivor.Pilots=</code>.
<strong>Fixed issue #1559</strong>: Units having their drivers killed can't be mind-controlled or entered, won't aquire (sic!) new targets, won't scatter when fired at, won't spawn crew and won't display pips when selected.

The <code>VehicleThief.LeaveSound</code> will always play, not only if the unit is mind-controlled.
VehicleThieves can't steal from Special any more.

Documentation updated.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/ft-hijacker@1040 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
Initial implementation of feature.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/issue-1567-house-bolts@1041 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #1567</strong> - untested attempt to make Electric Bolts support House Color, loosely based on Graion's code. <code><pre>[Weapon]
IsElectricBolt=yes
Bolt.IsHouseColor=y/[n]
Bolt.ColorSpread= ; number, supposed to be between 0 and 255, defaults to 0

Since bolts use three colours, the first one is set to the House's Laser color, the second one is House's Laser Color + Color Spread on each R/G/B channel, the third one is Laser Color - Color Spread. No idea if that produces good looking colours, this is just something for Graion to play with.
Related to issue 1567 .

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/issue-1567-house-bolts@1042 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #1567</strong> - check owner unit and house before drawing the bolts.
Related to issue 1567 .

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/issue-1567-house-bolts@1043 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #662</strong> - attempted to optimize gaps somewhat, performance improved noticably, but still unusable, so left the file as .cxx . If you want to test this, rename the file to .cpp and recompile.

(What can I say, I was bored.)
Related to issue 662 .

git-svn-id: svn://svn.renegadeprojects.com/ares/trunk@1047 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
Fuck you, Eclipse, and your braindead SVN integration. Recompiled DLL.

git-svn-id: svn://svn.renegadeprojects.com/ares/trunk@1048 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
New branch - going to try some graphics changes.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/ft-more-graphics@1049 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #1547</strong> - a different approach to allocating surfaces - force all surfaces to be created in system memory regardless of game's requests or config. Ares.ini config to select which surface goes where has been removed. This was done because there are lots more surfaces than the few that were configurable in ares.ini and it makes no sense to switch each surface around separately.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/ft-more-graphics@1050 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #340</strong> - cleaned up two unused variables (warheads default to 100% verses when a weapon is created, no idea what Marshall's old code was trying to do) and refactored one helper function to be more readable.
Related to issue 340 .

git-svn-id: svn://svn.renegadeprojects.com/ares/trunk@1051 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #1567</strong>: Implemented Bolt.UseLaserColor (boolean). HouseColors should work will all TechnoTypes, not just with vehicles. If the house color bolt doesn't work for any reason, the game reverts to the paletted one. Graion's code.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/issue-1567-house-bolts@1053 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Related to issue #1567</strong>: Bugs fixed. Graion's code.

git-svn-id: svn://svn.renegadeprojects.com/ares/branches/issue-1567-house-bolts@1054 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
Issue #340 - Removed superfluos debug logging.
Related to issue 340 .


git-svn-id: svn://svn.renegadeprojects.com/ares/trunk@1055 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd
<strong>Fixed issue #711</strong> - Debug log now contains a warning if BuildCat is broken, and forces it to either Combat or Infrastructure.

git-svn-id: svn://svn.renegadeprojects.com/ares/trunk@1056 859b54a9-7a54-0410-aeb3-f8d2f1fa40fd