triplea: 1.8.0.3-1~getdeb1

  * New upstream version
    * Created new step property option, "repairPlayers", which will allow a
    player to repair the units owned by a different player. (veqryn)
    * Fixed issue where your move phase was skipped if the only unit you
    owned was a land unit in a transport. (veqryn)
    * Allowing land units to receive repairing and bonus movement from
    neighboring sea zone sea units. (veqryn)
    * Units on transports no longer are able to repair other units, allow
    scrambling, or give movement to other units. (veqryn)
    * Fixed issue where a unit that dies from rockets, still participates in
    subsequent strategic bombing battle. (veqryn)
    * Fixed issue with allied land units in friendly transports and allied
    air on friendly carriers losing their movement when their
    transport/carrier moved. (veqryn)
    * Fixing issue with allied land units starting game loaded on friendly
    transports, could not offload until at least one non-combat phase had
    passed. (veqryn)
    * Deleted global game option property, "Allied Air Dependents", and
    replaced with its inverse, "Allied Air Independent". (veqryn)
    * Added menu option under 'Export" menu, called "Export Unit Charts",
    which will create an html document showing all units in the game and
    their properties and cost. (veqryn)
    * Created an new menu option under the 'Help' menu called "Unit Help",
    which will display a table of all units, by player, including all unit
    properties. (veqryn)
    * Fixed bug in relationship attachment property change by trigger.
    (veqryn)
    * Deleting phase step property option, "resetUnitState", and replacing
    with "resetUnitStateAtEnd" and "resetUnitStateAtStart". (frogg)
    * Making createsUnitsList ability choose a random territory when
    producing to a neighboring territory. (veqryn)
    * Fixing bugs in AI's where factories were on water zones that had no
    territory attachment. (veqryn)
    * Fixed bug where a stalemate battle with carriers that can be damaged
    and when damaged don't let planes land, were not letting defending planes
    move to land. (veqryn)
    * Deleting game option property "Unescorted Transport Dies", as it no
    longer does anything. (veqryn)
    * Cleanup of HeadlessGameServer classes. (veqryn)
    * Fixed bugs in Placement, which were allowing infinite placement of sea
    units which were constructions. (veqryn)
    * Some updates for 'Great War' world war 1 map, and Pact of Steel 2.
    (veqryn)
    * Possible fix for "Could not stop delegate execution" bug. (veqryn)
    * Fixed possible bug where a corrupted game save had the initialization
    delegate get called more than once. (veqryn)
    * Adding a new AI called "Hard AI". Also renamed AI's: EZ Fodder -> Easy
    AI, Moore N Able -> Medium AI, Dynamix -> Land Only AI. (redrum)
    * Fix for infinite crash-reload loop on loading a corrupt autosave on a
    host bot. (veqryn)
    * Fixed issue with Victory trigger not being able to use html properly.
    (veqryn)
    * Fixed illegal state exception error in landing paratroopers during a
    battle. (veqryn)
    * Possibly final fix for a game hang / frozen bot on game launch.
    (veqryn)
mednafen: 0.9.33.2-1~getdeb1

  * New upstream version
    -PSX: Fixed a small MDEC emulation bug; fixes the hang during startup in
    "SimCity 2000".
    -The order of evaluation of the frame advance and run normal command
    keys/hotkeys is now based on whether or not we're currently in frame
    advance mode, to allow for the derivation of a single-press pause/unpause
    key(effected by the user mapping both functions to a single key).
    -Renamed the log2 LUT array in the mpcdec code to avoid shadowing the
    math library function log2().
    -NES: Fixed the problem of the VS Unisystem DIP switch position
    display(accessed via the "F6" key) being invisible.
    -PCE: Fixed broken MCGenjin support.
    -CDPLAY: Tweaked visualization code to reduce memory and CPU usage.
    -Lynx: Minor code cleanups.