fixup gui2 unit tests

The file test_gui2.cpp was causing segfaults in the debug build,
gfgtdf spotted the cause: a function was returning references to
local variables. It was most likely a minor oversight, as many
similar functions nearby made these variables static. This commit
makes those local variables static and appears to fix the crash.

Relevant irc chat: http://www.wesnoth.org/irclogs/2014/05/%23wesnoth-dev.2014-05-13.log
Reset animation on unstore
Don't segfault on --campaign-difficulty 0
Fix [hide_unit] on animationless unit moves

The was_hidden_ variable wasn't set in this particular codepath,
causing the unit to be unhidden at the end of the move.
fixup unit test replays

unit test replays were getting corrupted because they were being
saved too late in the process... thanks to gfgtdf for figuring out
what the problem was.
Fix RECRUIT_UNIT_VARIATIONS not ensuring full hp
add "break replay with lua random" test
wml test script counts number of passed or failed tests
add errors.log to .gitignore
add noninteractive replay management to controller (for unit tests)
add assertion failure, segfault notes to run_wml_tests
replays return lvl result, treat OOS as game error in noninteractive
fixup wml_test_schedule

the break_replay test now successfully fails.
add fixed_lua_random_replay test
STL-ize an odd, null terminated static const char * []
Merge branch 'master' of git://github.com/wesnoth/wesnoth
Merge branch 'fixup_unit_test_replays'
Make wesnoth load on 800x480 again

This reduces a hard spacer from 50 to 20 pixels in size. It does not seem to
have any visual effects.
Don't assume the binary somehow ends up in our PATH
fixup lua warning related to synchronize_choice

Lua now chats on a proper warning channel when this happens, as well.
This fixes up commit 1e3aec74db68cfccdfc639dcd9a574cd59b92f1f.