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.
Buttons' pressed state on the Graph screen is now saved to options.cfg
Changed: Graph-buttons pressed state is now saved in the Savegame instead of options.cfg.
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
sneaky AI -- currently psychic about visible tiles

Conflicts:
	src/Battlescape/Pathfinding.cpp
take cover better! grr!
trying to make the aliens less dumb
AI work in progress

Conflicts:
	src/Battlescape/UnitWalkBState.cpp
	src/Engine/Options.cpp
	src/OpenXcom.2010.vcxproj
new cover AI seems to be functional!

sectoids are scurrying well

Conflicts:
	src/Savegame/BattleUnit.cpp
parentheses!
trying to put the I in AI, not quite there yet

tile-scoring based on LOS to soldiers works now, apparently
BattleUnit badly needs a copy constructor
added flags to BattleUnit to try to add some continuity to AI actions
probably more?

Conflicts:
	src/Savegame/BattleUnit.cpp
cover AI seems better than ever

some clean-up in AggroBAIState
mean soldier distance calculated in survey function
XXX dynamic_cast to AggroBAIState in handleAI() does not work, investigate
copy constructor written for BattleUnit for proper operation of survey...()
total TU cost of calculated path is available from Pathfinding now

Conflicts:
	src/Savegame/BattleUnit.cpp
attempts to make AggroBAIState persist

so far, meh
Reapers charge and attack now!

bam
don't be dumb, reapers
reapers can't always attck while facing target

changed the valid melee range check to not consider direction when a 2x2 unit
is actually in range to attack, just as it ignores direction when looking for a
position to run to for an attack
put _DEBUG back in Makefile.am, more AI fixes

actually consider distance from action target to aggrotarget, at least a little
bit, duh
still can't get reapers to attack more than x4
clean-up and comments

things seem to be running fairly well
spaces -> tabs