Branch info update.
Implementation of custom missiles.

The following tags are supported on AircraftTypes:
<code>Missile.PauseFrames=</code> (integer)
<code>Missile.TiltFrames=</code> (integer)
<code>Missile.PitchInitial=</code> (float)
<code>Missile.PitchFinal=</code> (float)
<code>Missile.TurnRate=</code> (float)
<code>Missile.RaiseRate=</code> (float)
<code>Missile.Acceleration=</code> (float)
<code>Missile.Altitude=</code> (integer)
<code>Missile.Damage=</code> (integer)
<code>Missile.EliteDamage=</code> (integer)
<code>Missile.BodyLength=</code> (integer)
<code>Missile.LazyCurve=</code> (boolean)
<code>Missile.Warhead=</code> (Warhead)
<code>Missile.EliteWarhead=</code> (Warhead)

Use <code>Missile.Custom=yes</code> to enable this logic. You must set all the tags to meaningful values.
Second part of Custom Missiles, preventing non-default missiles to return to their sender.
Renamed Locomotors.cpp to CustomMissile.cpp.
TrailerAnim and TrailerSeparation for Custom Missiles

Missile.TrailerAnim= (anim, defaults to V3TRAIL): The animation that is used as a trailer animation of this missile.

Missile.TrailerSeparation= (integer, defaults to 3): Number of frames between creation of trailer animations.

These tags work for the original missiles also. Instead of looking up V3TRAIL animation every 3 frames for every missile fired, the animation is cached.
Added customizable take-off animation

Missile.TakeOffAnim= (anim, defaults to V3TAKOFF): Animation played when the missile takes off.
Merge branch 'master' into ft-missiles

Conflicts:
	src/Ares.version.h
Only read custom missile tags for AircraftTypes
Do not add the custom missile warheads to the type list automatically
Merge branch 'ft-missiles' into v03

Conflicts:
	.branchinfo
	src/Ares.version.h
	src/Ext/TechnoType/Body.cpp
	src/Ext/TechnoType/Body.h
Cache the convert palette for bullet types.
Changed the TechType Exists and TechType Does Not Exist event to also count technos that are not on the map.

Otherwise the events will not fire if a techno is in a transport, or fire, if the techno enters a transport.
Removed duplicate code and added some debug logging.
Extracted drawing text into a lambda.
Converted a magic number into a local constant.
Frames per Second feature and keyboard commands

A new keyboard command allows you to display the current number of frames per second the game processes, and their total average value.

The text is displayed in white color in the left hand side lower corner of the screen (above the stability warning text, if visible).
Skip several log lines related to music themes

The lines are logged excessively if the theme files are missing and the game retries to play another theme.
Also support Insignificant and DontScore for map actions 60 and 61.

The counter used in the previous approach does not keep track of technos marked as Insignificant=yes and/or DontScore=yes. Now, the old way is reimplemented that iterates all technos and checks their types. Ares will always chose the fastest possible approach. The techno type lookup is optimized in both versions.
Expanded the sync logs

Logs will now state some information about each object and also print lists of items by owning house.
Fix GAME_ALLOC usage.
RadarEvent update.