Purchase/Recruit exclusions in Options.cfg file

Reads yaml list of items to exclude from Purchase/Recruit screen.
purchaseexclusions patch for language.h LocalizedText.h change

Fixed compilation error after language.h change
skin colors
Hacked hair color of orginal male personal armor sprite
Fixed: Inventory-view showed zero weight when the last item on the soldier is grabbed.
change base resolution in config file!
shut up about palette in non-paletted mode
clearing _screen after _surface is redundant!
add flac to extension list
change names back for ease of merging
New options in the options.cfg:
allowChangeListValuesByMouseWheel, changeValueByMouseWheel
allowChangeListValuesByMouseWheel: If true, then the user can use MouseWheel on the arrow-buttons of the Purchase, Sell, TransferItems, and CraftEquipment Screens. Wheel-up increases, Wheel-down decreases the value of the selected line.
changeValueByMouseWheel: This is the value which will be added/subtracted to the value of that line in the list.
This also applies to the AllocateScientists and AllocateEngineers screens.
Can use MouseWheel on the Purchase-list's arrow buttons to increase or decrease the value.
And of course increase and decrease parts of the Purchase-screen is refactored, generalized.
Can use MouseWheel on the Sell-list's arrow buttons to increase or decrease the value.
And of course increase and decrease parts of the Sell-screen is refactored, generalized.
Can use MouseWheel on the TransferItems-list's arrow buttons to increase or decrease the value.
And of course increase and decrease parts of the TransferItems-screen is refactored, generalized.
Oh, and i've FIXED the checking of live-aliens! It was completely broken, the free alienConainment on the target-base was not counted in!
Can use MouseWheel on the CraftEquipment-list's arrow buttons to increase or decrease the value.
And of course moveLeft and moveRight parts of the CraftEquipment-screen is refactored, generalized.
Oh, and now increasing/decreasing HWPs (gradually) every time redistributes their ammo among them. (when not enough for full load)
Can use MouseWheel on the Allocate-Scientists-screen to increase or decrease the value.
This is independent of the allowChangeListValuesByMouseWheel option.
The whole area of the window can be used to increase/decrease with the MouseWheel.
And of course increase and decrease parts of the Allocate-Scientists-screen is refactored, generalized.
Can use MouseWheel on the Allocate-Engineers-screen to increase or decrease the value of engineers or units.
This is independent of the allowChangeListValuesByMouseWheel option.
The whole area of the window can be used to increase/decrease with the MouseWheel.
Using Mouse-wheel on the Left-part of the screen changes the value of the engineers, while on the Right-part of the screen changes the value of the units to produce.
Oh, and it changes the values by changeValueByMouseWheel, which is 10 by default!
And of course increase and decrease parts of the Allocate-Engineers-screen is refactored, generalized.
- fixed invincible units
- better explosion processing
- experience gain even in aborted mission
- voxel levels/fpslook rendered with grid
Minimum-Weight (of soldiers) is Fixed/Changed to work like in the original X-COM: Minimum is 6.
Merge branch 'resolution_experiments' into opengl