Fix: Give more space to STR_REMAINING_PSI_LAB_CAPACITY!
(since it is alone in that line)
UI: Now the Unit Info screen has 'previous unit' and 'next unit' buttons
Ok, replace the buttons to more beautiful ones
add a toggle key for debug UI

ctrl+U, requires debug mode enabled.
More space for translators

in alien containment screen.  Fixes bug 437.
Merge pull request #763 from fenyo1/FixPsiCapText

Fix: Give more space to STR_REMAINING_PSI_LAB_CAPACITY!
correct some weird data value assignments
destructible bases
deselect player unit on end turn.
Make list one row shorter
Tweak labels
Merge pull request #766 from cfailde/bug437

More space for translators
Direct medics to the wounded body part

Currently the head is always selected when you open a medikit screen.
You then have to click on the wound if it's not the head.

This changes that by having the wounded body part already selected.
use byte 61 in MCD

it's the "xcom facility item" flag
add a 3-dimensional array for base modules

a 6x6 grid, 2 deep, containing info on how many destructible objects
were present at map beginning, and how many were/are left now.
won't break saved games.

AI will be attracted to non-defunct modules, and try to destroy them.
anyone destroying a critical component will lower the "current score" for
that module, when this hits 0, AI will pass it over.
destroy facilities after base missions

so if the aliens (or you) destroy a facility during a base defense mission,
that may have certain consequences, like cancelling a manufacturing project
or destroying a craft.
destroy disconnected facilities as well.

if a base module is destroyed in combat, it may break the connectivity
of other modules on the base. account for that shit.
remove unused "destructible" flag from ruleset
yay gravity fixes.
pixel fix for pathfinding thing