Initial commit
related to bug #908369:
Rewrote parts of TechnoClass::GetCursorOverObject to always return ToggleSelect/None when the selected unit is not controllable (being warped out, warping back in, under emp, enslaved...) which was being handled without a centralized solution. Might cause/fix some interesting side-effects.
Related to issue 894905:
fix some problems in the dropship loadout screen (cursor visible, no longer crashes on dismiss).
It's still not hooked up to actually spawn things.
Related to issue #896028:
Rewrote the tab cameo collections to use vectors (resize on demand) instead of static 75 element arrays.
This has received only minimal testing and may still contain lulzy bugs.
Related to bug #895503:
Customizable filenames for observer assets.
[Country]
File.ObserverFlag=xyz.shp ; will use observer.pal
File.ObserverFlag=foo.pcx ; will be drawn as pcx
File.ObserverFlagAltPalette=yes ; will use yrii.pal when drawing xyz.shp
File.ObserverBackground=qwe.shp ; wil use observer.pal, should be of the same size as it is now
File.ObserverBackground=bar.pcx ; will be drawn as pcx, of the same size as the shp version

Absolutely untested.
Related to bug #896028:
clean up cameo counters when cleaning up everything else scenario related.
fixed cameo count validation when the hook happens before the game's own count validation
keep the stack balanced before abandoning cameo data fetch
Related to bug #908369:
don't override cursor selection for buildings, the function just doesn't work that way
Related to bug 895503:
Damn it feels bad to be an idiot. Fixed loading and usage of new observer image flags, plus a disabled hook to draw observer in singleplay. Not tested enough.
Related to bug #930678:
Westwood code was hardcoding red and blue components of the radiation color in snow theater for some reason. Hardcoding removed.
Refactoring Container class to improve const-correctness
This was an attempt to make general checksumming better,
but it turned out to be far too slow.

Additionally refactored the atrociously coded sync*.txt writing routine.
Performance is not much of an issue here, and the original code was way dumb.
merging various-fixes
merging latest v02
deleting old gcc leftovers
Merge branch 'master' into dc03

Conflicts:
	src/Ares.version.h
Merge branch 'master' into dc03

Conflicts:
	.branchinfo
	src/Ares.version.h
Update branch specific code to support the latest YR++ definitions.
Issue #896235: Cyclic Gattling cycle

[TechnoType]Gattling.Cycle= (boolean, defaults to no). When the last Stage or EliteStage is completed, the counter will wrap around and restart with the first stage without the unit losing target. Requires IsGattling=yes.

The implementation is based on the code provided by LH_Mouse. Thanks!

For consistency, Ares keeps the WW-Wrong spelling of Gatling. Sorry, Dr. Gatling.