Update CHANGELOG.txt
New option in options.cfg: canTransferCraftsInAirborne
Default: OFF

Have you ever dreamed that you can transfer a craft while it is airborne? I mean when there is a base - with a free hangar - it can reach with fuel, which is closer then the original base. And this way the craft does not have to reserve much fuel, so it can use the remaining fuel for intercepting.

Now you can do this. :)
Just turn on canTransferCraftsInAirborne in options.cfg, and you can transfer that craft to ANY base it can reach with its remaining fuel.
Of course if a craft can't reach the selected destination base, it won't show up in the transfer-items-screen.
And of course transfer can only be done if the destination base have a free hangar. (not momentarily-free, completely-free!)
These type of transfers does not cost money, since the craft goes using its own fuel. :)
Crafts currently on the base are not affected, the normal rules applies to them.
fix gravity (again)

- fix some theoretical bugs to do with falling that may indeed never occur.
- adjust pathfinder for desert terrain, so it knows when to move up.
- fix units walking into each other on ramps.
- fix TU calculation for desert hills.
- fix path preview when walking on desert hills.
- fix gravity calculations regarding units having the floor blasted out from under them
- fix numerous bugs and streamlined the "we all fall down" state (unitFallBstate)
- small optimization in falling check (no need to calculate for every think() call)
- fix for unit leg movements while landing/taking off
- fix for some theoretical/potential unit placement issues
fix for interceptions not ending when ufo lands.
fix for not removing completed research from other bases.

but let's leave live alien interrogations alone.
Buttons' pressed state on the Graph screen is now saved to options.cfg
Merge pull request #350 from 54x/master

Updated changelog
Changed: Graph-buttons pressed state is now saved in the Savegame instead of options.cfg.
ignore clicks with empty crafts for mission to mars.
some base defence fixes

alternate behaviour for getAvailableSoldiers to check for proper conditions
and an heroic variable name to enable it.
fix alien recovery

- treat the north-west corner of the corpse as the corpse, just as the original did
- reversed some of redv's changes to allow for this, but ran with some good ideas.
- fixed bullet sprite for heavy laser... cause that was bugging me, and i was
already in the ruleset.
- fixed silacoid weapon (it should really have a -1 clipSize)
- fixed points totalling for live aliens that have "accidents"
- fixed reapers
add base defense to "new battle mode"

only using the base defined in the ruleset for the time being, with a view
to opening it up a little, maybe we should add the "custom base" builder
here for some... "thorough testing"
and stay down!
place a roof over their heads

i don't even.
option to turn off getError() for OpenGL, warnings

clang complains when you don't handle all the possible values of an enumin a
switch

Conflicts:
	src/Engine/OpenGL.h
- alien base assault generation fix
- some variables rename
- quick battle item/craft assignment fix

LOL semicolons
Merge pull request #356 from hmaon/opengl

option to turn off getError() for OpenGL, warnings
Merge pull request #353 from fenyo1/saveGraphButtons

Buttons' pressed state on the Graph screen is now saved to the savegame
Merge pull request #343 from fenyo1/canTransferCraftsInAirborne

New option in options.cfg: canTransferCraftsInAirborne