Fixed: Odd manufacturing behavior when using too many engineers
Now it is possible to produce more than one unit per hour. (but items got built only on hour basis)
fix for elevator blackout.

after looking into the map data, it seems that microprose were good enough
to make the grav lifts in the starting areas of alien base missions unique
in that they were the only grav lifts to contain the shiny stripy bits on
the second floor. this made them unique enough to flag as "discovered" in
the mission generator.
Collect corpses of large units from battlefield.
Collect corpses of large units from battlefield to base store.
Update ruleset.
Change: Manufacture more items per hour is now optional: canManufactureMoreItemsPerHour
Default: OFF
fix for diagonal tile movement
- projectile camera "long way" switching and better Z positioning
- no bullet hit camera centering
- projectile shadow according loft beneath objects
- projectile occlusion (might be not accurately equal to visual sprite)
-oops
- jump to border of map fix
- visible screen center fix (for camera)
- battlescape visible screen center fix
- battlescape selection cursor level is in the middle of box (was at ground level)
- explosion blockage reverted to block by destination object, not origin
- power source explosion strength reverted to ufopaedia values
- projectile/object occlusion tweaking
- projectile shade fix, and it's always visible (doesn't disappear when fly into unknown)
- thrown object visual fix

- small fixes for projectile visibility check
Merge pull request #349 from redv/large_corpses

Collect corpses of large units from battlefield.
Merge pull request #348 from fenyo1/fixMoreItemsPerHour

New Option in options.cfg: canManufactureMoreItemsPerHour
- fix projectile flickering
MORE PATHFINDING CHANGES!

instead of just calculating for the northwest tile, calculate for all
tiles this unit occupies, and divide the result by the same number
haha, oops.