Related to issue #895788: Parachute vehicles yet again

Remember whether a unit was put in the high part of a cell instead of the usual ground. When the unit is removed, it is removed from where it was put, not from somewhere else.

This fixes the issue of cells becoming impassable once a unit drove over a bridge above it.
Restore the branch info.
Related to issue #992109: Added break statements to the trigger event handler.

The missing breaks made the switch statement to always fall through to the default case, which returns false. This means Ares takes it as "not handled", thus the original game implementation is still used.
Related to issue #1054620: Bridges should not be jammed any more

Instead of only clearing the occupation flags that were set the last time, the inferred flags and the last flags are cleared.

Also, a wrong comparison has been fixed. Switching the operands requires the operator to only be "turned around", not to be negated.
Merge branch 'master' into v02

Conflicts:
	src/Ares.version.h
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.
Update for stable v0.2p1 release version.
Reset the branch and version info after 0.2p1 merge.
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