Update changelog
Adorned a changelog entry with more information, moved it to i18n
LoW 1+21: Added some more hill terrain to the map.
gui1: Reuse an unchanged max instead of recalculating it

Counts as a minor cleanup of commit
045bda037d78056866bdd918b51708d44d2bf515.
gui1: Fix bogus dialog option buttons layout (bug #22791, #22379)

Formerly, the option buttons at the bottom of the dialog were laid out
by redoing some math instead of tracking the dialog's menu position,
which is always valid (even when there is no menu!). I'm not entirely
sure why, but the math reprised here became bogus with the introduction
of top buttons in commit 045bda037d78056866bdd918b51708d44d2bf515 (for
the Add-ons Manager dialog), in particular for dialogs *not* using them
(such as the in-game Statistics dialog), even though the menu is still
laid out correctly.

So instead of reinventing the wheel, we really should just take the
menu's position and height as a baseline for the bottom option buttons.
At worst the height is 0, but the position is still within the dialog's
boundaries (but see below for an unsolved corner case).

This commit reverts commit f60ef98e275fd3d16733f7d5dfd7314920841fd5
(a.k.a. 69521000dc5c45f9745131ee13e76493e14fefaa in 1.12) that's part of
PR #263, because it turns out that the solution proposed there is only a
convenient workaround that solves a layout issue for a single dialog
(Statistics, see bug #22379) and introduces a new bug for another
(Add-ons Manager, see bug #22791).

Regardless of the cause for #22791, the approach put forward by this
commit is more consistent with best practice (laying out widgets from
top to bottom each row's geometry depending on the previous row's), so I
have decided to not look too much into it.

It should be noted that the layout of bottom option buttons breaks
entirely for dialogs missing a menu, both before and after the
introduction of top buttons. Currently there is no GUI1 dialog that
attempts to insert option buttons while lacking menu entries, so I'm not
too concerned about this bug (which affects 1.10 too!). Besides, some
day GUI1 is supposed to go the way of the dodo and stop bothering us
with its marvelous inflexibility and arcane logic.
LoW 3+7 map: Fixed label positions.
LoW: Made the bird song macro less noisy.
LoW 7: Fix the location of an item.
LoW 7 SP: Give village ownership to Galtrid again.
LoW 09 SP: Adjust player's gold to match the MP settings.
Revert "disable "alpha thresholding" in our bilinear interpolation algo"

This reverts commit d73a117278a98921be5915a2eb90675e2cfca0d8.

This is being reverted because there is still yet more bad behavior
in our alpha channel when scaling images, for instance this causes
the terrain overlays to disappear when mousing over terrains with
one of the editor terrain tools.

The reason is that our "scale image" routine is broken and doesn't
weight color contributions by alpha. It's not apporpriate to get
rid of the hacks like alpha thresholding until that has been fixed
and that can't be fixed on 1.12 right now.
Add ANIMATION_08_140 terrain graphics macro
Decrease campfire terrain frames duration from 200 to 140 ms

This matches the ANIMATED_CAMPFIRE and ANIMATED_BRAZIER macros from
data/core/macros/image-utils.cfg and looks subjectively better.
adjust some of the editor images code for terrain overlays

the adjustments just make it use the more standard SDL utils fcns
for making a transparent (neutral) surface, and they avoid floating
point operations when scaling images

we also fix a bug caused by using "sdl_blit" instead of
"blit_surface", which caused the terrain overlay not to show up

Conflicts:
	src/editor/action/mouse/mouse_action.cpp
add and use zookeeper's start of game sound for mp (1.12)

thanks zookeeper!
disable start of scenario saves for 1.12, "fixing" bug #22068

https://gna.org/bugs/?22068
update changelog
Merge pull request #332 from cbeck88/disable_SOS_saves

Disable start of scenario saves in multiplayer
update RELEASE_NOTES
updated Russian translation