remove difficulty from base detection equation
- Post-rebase cleanup.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

Conflicts:
	src/Battlescape/ActionMenuState.cpp

- Handle thrown items in ammo count check.
- Remove user preferences.

- Display sell price info on manufacturing screens.
- Shrink actions list in battlescape.
- Added numeric hotkeys to activate actions.
- Display the selected action briefly after selection.

- Rearranged base info window.
- Added soldiers, stores and quarters info to base info.
- Added current stores to manufacture start screen.

- Fixed ammo count checking for non-shooting actions.
- Added a colorable message display for non-warning text.
- Improved damage display.
- Report wounds added from BattleUnit::damage.

- Added a floating combat log to display events.

- Implemented a Quick Reload action.
- Added an option to base reload TU cost off inventory slot and magazine weight.

- Finished quick reload option.  Handles existing magazine now.

Firing a gun while berserk now requires that the gun actually has a snapshot

- Applied new reload logic to AIs.

- Added white cross-marks on the unit health bar to indicate wounds.

- Apply maximize info screen option to various Geoscape screens.

- Added extra check to prevent quick reload action from being available on non-firearms.

- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.

- Added Stores/Quarters information to Purchase screen.

- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.
- Added a development build configuration for speed compilation and testing.

- Slight reorganization to displayDamage conditions.

- Added proper translations and strings for combat log and reload features.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Display sell price info on manufacturing screens.
- Shrink actions list in battlescape.
- Added numeric hotkeys to activate actions.
- Display the selected action briefly after selection.

- Rearranged base info window.
- Added soldiers, stores and quarters info to base info.
- Added current stores to manufacture start screen.

- Fixed ammo count checking for non-shooting actions.
- Added a colorable message display for non-warning text.
- Improved damage display.
- Report wounds added from BattleUnit::damage.

- Added a floating combat log to display events.

- Implemented a Quick Reload action.
- Added an option to base reload TU cost off inventory slot and magazine weight.

- Finished quick reload option.  Handles existing magazine now.

Firing a gun while berserk now requires that the gun actually has a snapshot

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Applied new reload logic to AIs.

- Added white cross-marks on the unit health bar to indicate wounds.

- Apply maximize info screen option to various Geoscape screens.

- Added extra check to prevent quick reload action from being available on non-firearms.

- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.

- Added Stores/Quarters information to Purchase screen.

- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.
- Added a development build configuration for speed compilation and testing.

- Slight reorganization to displayDamage conditions.

Post-rebase re-merging.

- Added new translations to en-GB language set.

- Fixed combat log crashing when full.
- Fixed quick reload ignoring lack of TUs.

- Added logic to further adjust the Unload TU cost based on the magazine weight with the Adjust Reload Costs option.
  - Quick Reload will now cost Magazine Weight + Hand->Ground cost.
  - Normal Unload will now cost Magazine Weight + Hand->Hand cost.

- Fixed a leftover Combat Log long duration test change in.

- Implemented first level Roles menu for accessing basic role functions.

- First pass at implementing a full Role system for managing unit equipment templates.

- Added a simpler mechanism for the Maximize Info Screens option that also prevents multiple maximized screens from confusing the scale because of constructor/destructor order.

- Adjusted base cost for adjusted ammo reload option.

- Made role icon bob like the original selected unit arrow.

- Completed role ruleset configuration and en-US strings.
- Added "none", "Sniper", and "Rifleman" icons, and placeholder files for the rest.

- Added medic and grenadier icons.
- Cropped sniper simple icon.

- Added Assault, Grenadier, Medic icons.
- Redesigned Sniper icon.

- Fixed Roles not being available in New Battle mode.
- Fixed an incorrect enumeration usage.
- Fixed the sniper role icon palette.

- Re-enabled selected unit bobbing for role icons.
- New mini icon for sniper role.
- Shrunk medic small icon.

- Made shotgun-type weapons simultaneously fire their rounds without using simplified insta-hit logic.

- Fixed State think timer being changed mid-flight on shotgun projectiles.

- Tweaked multi-projectile logic.

- Changed shotgun projectile logic to apply accuracy to an initial shot, then base further spread off of accuracyShotgunSpread on the weapon (if available).

- Finished first draft for demo, heavy, psionic, rocketeer, scout, and specialist role icons.

- Adjusted several role icons, and fixed some palettes.

- Fixed some issues with trajectory calculation on shotgun attacks.

- Further fixes to shotgun projectile mode.
- Store calculated impact on the projectile object rather than a single member variable in ProjectileFlyBState.

- Tweaked several role icons to apply a slightly more embossed effect.

- Shotgun pellet spread now follows a somewhat more realistic normal distribution

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Fixed shotgun pellet applyAccuracy change to pull the pellet count from the ammo item.

- Improved shot action display to include shotgun shot count.
- Tweaked shotgun pellet impact explosion behavior for simultaneous hits.

- Fixed a bug where _currentAction.result was not cleared after giving a warning for failing a quick reload. This resulted in repeatedly being warned after most actions following it.
- Temporarily changed createNewProjectile so that throwing items can't have shotgun pellets. This was causing crashes when attempting to throw, for example, a cluster rocket.

- Rewrote projectile rendering to use a single pre-pass to generate future drawable objects before looping across visible tiles.
- Capture shotgun attribute at ProjectileFlyBState constructor for use in applyAccuracy later, to prevent issues when running out of ammo.
- Further tweaks to auto/shotgun attacks in shot action menu display.

- Further shotgun pellet logic rewriting to reduce lost or repeated explosions.

- Display estimated accuracy even without UFOExtender accuracy mode.
- Fixed an issue where the initial shotgun tracer round was fired with shotgun mode, causing it to ignore standard accuracy rules.

- Added kneelModifier to RuleItem so that weapons may define exactly what accuracy multiplier they get for kneeling.

- Fixed LoS check being skipped on normal shots.

- Display grenade primed indicator on battlescape.

- Combat log adjustments.
- Fixed bad translation string for Reloaded combat log display.

- Early attempt - explosions occur synchronously.

- Async explosion logic round 1.

- Final round of async shot/explosion logic.

- Cleanup/fix branch.

- Fixed target voxel deviation for shotgun-type weapons on auto fire.

- Do not change state interval in ExplosionBState when being run as a sub-state.

- Added blastDropoff to item ruleset, which controls how quickly an explosion loses damage as it spreads outward
- Modified explosion-related functions so that the visual size and sound of an explosion is determined by blast radius instead of power

- Allow mousewheel scrolling through oversized ground inventories.

- Fixed incorrect max on mouse wheel inventory scrolling.

- Fix inventory not being re-rendered for some actions.

- Combat log improvements for non-damage or stun damage attacks.
- Further tweaks to mousewheel inventory scrolling.

- Slight tweak to RoleIconNone.

- Added reactionsModifier as a setting to RuleItem

- Implemented per-weapon AI range handling.

New item rules:
aiRangeClose, aiRangeMid, aiRangeLong, aiRangeMax
aiAttackPriorityClose, aiAttackPriorityMid, aiAttackPriorityLong, aiAttackPriorityMax.

- Adjusted reserved TU fallback logic to handle weapons with non-standard shot configurations.
- Force AI to use normal TU reserve logic instead of custom percentages.

- Fix firing animation getting stuck.

- Fixed an issue causing crashes with the modified explosion graphics/sound code

- Implemented Overwatch ability.

- Grant hostile units the weapon kneel modifier if it is above the base 115.

- Commented alien unit kneel special case.

- Fixed death message spam for multi-hit weapons.
- Fixed canMakeReactionShot not checking required TUs on snapshot.

- Adjusted Overwatch cost to be a minimum of 90% of the unit's TU.
- Added a simple display for overwatch to indicate the target region.

- Clear Overwatch state on new turn.

- Add Role to Soldier Info screen.
- Apply "one in a million" AI fix.

- Fixed InventoryState not popping the maximized state properly.
- Added an Inventory button to the soldier info screen.

- Post-rebase cleanup.
- Modified SavedGame loading of role configuration to eliminate SavedGame constructor conflicts.
- Applied custom string changes to en-GB.yml.

- Show all spotted units in spotted list, not just those spotted by the current unit.

- Added tracer logic to display line of fire when targeting.
- Fixed roles not being loaded in time for use in New Battle games.

- Fixed logic issue causing the trajectory calculation to fail with any compilation optimizations turned on.
- Fixed an issue where the trajectory trace was being created for non-visible higher Z level tiles and all rendered at once when the higher Z level became visible.

- Added a drawing hack to draw throwing arcs above the currently drawn map Z-level.

- Implemented an Instant grenade fuse option.

- Fixed Stun/Hit melee action showing ammo-related errors.

- Fixed rounding error on reaction fire distance calculation.  Lying documentation!!!!!!
- Added smoke-driven accuracy falloff.

- Fix Psionic attacks not display in log.
- Fix instaprime grenades not saving to EquipmentLayoutItem.

- Sort Interceptor list by distance to target.

- Fixes to psionics caused by modified Explosion logic.

- Inventory stats display changes.

- Display basic craft stats on Craft Info state.

- Added negative health and unit bleedout functionality.

- Fixed a logic error that broke health healing when healing a fatal wound.

- Show all red on medikit view if the target unit is bleeding out.

- Fix fatal wounds going negative.

- Separated ExplosionBState animation interval from the main state loop using a separate timer.

- Medikit info display improvements.
- Set health to 10% when being stabilized from bleeding to death.
- Display more damage info in the combat log in debug mode.

- Changed bleedout mechanic to be wound-based.
- Changed stabilization heals from medikits to be overcharged wound heals, but zero health restoration.
- Improved medikit info display.

- Improved interception distance sorting to use the craft's in-flight position when possible.

- Allow overwatch to carry over between turns.
- Fix some language file entries for accuracy displays.

- Changed the firing trajectory system to use an aimcone-style system instead of the existing hit-or-wild-miss system.

- Fixed STABLIZED typo.
- Changed wounded recovery time to be percentage based rather than absolute value based.
- Fixed overwatch being able to fire infinite times.
- Added visual indicator to highlight units on overwatch.
- Reduced LOS penalty on grenades to 75% maximum.
- Allow fatal wound bleeding to cause bleedout extra wounds.
- Fixed autoshot causing crashes if initiating fire with only 1 ammo left.

OpenXCOM+!!!

- Prevent psi attack targeting from using intellect to select a previously spotted target.
- Added a new fog of war-style field of view display mechanic.

- Attempt to prevent alien spotting incorrectly?

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Fixed weapon accuracy mods not being applied.

- Rebased.

- Implemented enforced squadsight logic for alien psi targeting.

- Added a bleeding out icon to dying soldiers on the battlefield.

- Added missing bleeding icon.
- Modified movement reaction fire triggers to only cause spotting to protect from the spotted unit rather than all enemies for normal reaction fire, not overwatch.
- Prevent weapon reaction modifiers from being used when on the defensive.
- Fixed bleedout icons not drawing when a live unit was on the tile.

- Fix post-rebase merge issue.

- Added an overall bleeding out indicator next to the spotted enemies list.

- Allow tanks to click open doors.
- Display the overall bleedout indicator regardless of selected unit.

- The initial tracer round fired by shotguns should now use the new trajectory system.

- Display distance to target along with accuracy percentage.

- Prevent a crash when capturing the last alien on the map with Mind Control.

- Preliminary work to allow grenades as ammo items.

- Fixed an issue with grenades as ammo.

- Allow racial research to display race type and basic damage percent in combat log.
- Allow unit interrogation to display full unit name and hp/damage in combat log.

- Display hovered unit name on the map.

- Minor BattleItem tweaks.

- Clear base as retaliation target on successful defense.

- Add Role Icon to unit tooltip.

- Initial implementation of "channeled" mind control.

- Implemented backlash damage for mind controlled units.

- Prevent mind controlled units from entering panic or berserk modes.
- Fix an issue with unit deaths causing projectile slowdown due to chained explosions.
- Increased backlash damage for mind controllers.

- Tweaked backlash damage formula to be percentage based on the controller's HP.
- Fixed a couple issues with mind control.

- Increased backlash psychic damage to 40%-60%.
- Reduced psychic stun damage to 25%-50%.

- Implemented an ammo mechanic for psi amps.
- Allow AI units to attempt to counter-mindcontrol.
- Display an indicator over the controlling or controlled unit.

- Fixed an issue with weapons that do not require ammo.
- Fixed psi amp not auto loading or allowing reload options.
- Fixed ongoing action not being properly initialized in all constructors.

- Implemented Clairvoyance and Mind Blast psionic powers.

- Mind Blast tweaks.

- Fixed known enemy units not being cleared between turns.

- Fixed psi amp ammo not being recoverable.
- Fixed an issue with basescape unit inventory access corrupting saves with the temporary battlescape game.
- Fixed bleedout status not being saved causing units to regain bleedout 10 wounds.

- Display role on craft soldier list.
- Attempt to prevent mind blast from being able to hit a secondary target.

- Include Xusilak's X-COM Overhaul mod files.

- Plasma machine gun sprite update.

- Further plasma blaster tweaks.

- InventoryState tweaks to support new interface rule layout stuff.

- Increased panic cost to 4.

- Allow number key shortcuts for dogfight dialogs.
- Fixed a crash caused by a surface being added twice to the battlescape state.
- Reduced panic cost to 1.

- Post-rebase cleanup.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

Conflicts:
	src/Battlescape/ActionMenuState.cpp

- Handle thrown items in ammo count check.
- Remove user preferences.

- Display sell price info on manufacturing screens.
- Shrink actions list in battlescape.
- Added numeric hotkeys to activate actions.
- Display the selected action briefly after selection.

- Rearranged base info window.
- Added soldiers, stores and quarters info to base info.
- Added current stores to manufacture start screen.

- Fixed ammo count checking for non-shooting actions.
- Added a colorable message display for non-warning text.
- Improved damage display.
- Report wounds added from BattleUnit::damage.

- Added a floating combat log to display events.

- Implemented a Quick Reload action.
- Added an option to base reload TU cost off inventory slot and magazine weight.

- Finished quick reload option.  Handles existing magazine now.

Firing a gun while berserk now requires that the gun actually has a snapshot

- Applied new reload logic to AIs.

- Added white cross-marks on the unit health bar to indicate wounds.

- Apply maximize info screen option to various Geoscape screens.

- Added extra check to prevent quick reload action from being available on non-firearms.

- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.

- Added Stores/Quarters information to Purchase screen.

- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.
- Added a development build configuration for speed compilation and testing.

- Slight reorganization to displayDamage conditions.

- Added proper translations and strings for combat log and reload features.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Display sell price info on manufacturing screens.
- Shrink actions list in battlescape.
- Added numeric hotkeys to activate actions.
- Display the selected action briefly after selection.

- Rearranged base info window.
- Added soldiers, stores and quarters info to base info.
- Added current stores to manufacture start screen.

- Fixed ammo count checking for non-shooting actions.
- Added a colorable message display for non-warning text.
- Improved damage display.
- Report wounds added from BattleUnit::damage.

- Added a floating combat log to display events.

- Implemented a Quick Reload action.
- Added an option to base reload TU cost off inventory slot and magazine weight.

- Finished quick reload option.  Handles existing magazine now.

Firing a gun while berserk now requires that the gun actually has a snapshot

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Applied new reload logic to AIs.

- Added white cross-marks on the unit health bar to indicate wounds.

- Apply maximize info screen option to various Geoscape screens.

- Added extra check to prevent quick reload action from being available on non-firearms.

- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.

- Added Stores/Quarters information to Purchase screen.

- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.
- Added a development build configuration for speed compilation and testing.

- Slight reorganization to displayDamage conditions.

Post-rebase re-merging.

- Added new translations to en-GB language set.

- Fixed combat log crashing when full.
- Fixed quick reload ignoring lack of TUs.

- Added logic to further adjust the Unload TU cost based on the magazine weight with the Adjust Reload Costs option.
  - Quick Reload will now cost Magazine Weight + Hand->Ground cost.
  - Normal Unload will now cost Magazine Weight + Hand->Hand cost.

- Fixed a leftover Combat Log long duration test change in.

- Implemented first level Roles menu for accessing basic role functions.

- First pass at implementing a full Role system for managing unit equipment templates.

- Added a simpler mechanism for the Maximize Info Screens option that also prevents multiple maximized screens from confusing the scale because of constructor/destructor order.

- Adjusted base cost for adjusted ammo reload option.

- Made role icon bob like the original selected unit arrow.

- Completed role ruleset configuration and en-US strings.
- Added "none", "Sniper", and "Rifleman" icons, and placeholder files for the rest.

- Added medic and grenadier icons.
- Cropped sniper simple icon.

- Added Assault, Grenadier, Medic icons.
- Redesigned Sniper icon.

- Fixed Roles not being available in New Battle mode.
- Fixed an incorrect enumeration usage.
- Fixed the sniper role icon palette.

- Re-enabled selected unit bobbing for role icons.
- New mini icon for sniper role.
- Shrunk medic small icon.

- Made shotgun-type weapons simultaneously fire their rounds without using simplified insta-hit logic.

- Fixed State think timer being changed mid-flight on shotgun projectiles.

- Tweaked multi-projectile logic.

- Changed shotgun projectile logic to apply accuracy to an initial shot, then base further spread off of accuracyShotgunSpread on the weapon (if available).

- Finished first draft for demo, heavy, psionic, rocketeer, scout, and specialist role icons.

- Adjusted several role icons, and fixed some palettes.

- Fixed some issues with trajectory calculation on shotgun attacks.

- Further fixes to shotgun projectile mode.
- Store calculated impact on the projectile object rather than a single member variable in ProjectileFlyBState.

- Tweaked several role icons to apply a slightly more embossed effect.

- Shotgun pellet spread now follows a somewhat more realistic normal distribution

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Fixed shotgun pellet applyAccuracy change to pull the pellet count from the ammo item.

- Improved shot action display to include shotgun shot count.
- Tweaked shotgun pellet impact explosion behavior for simultaneous hits.

- Fixed a bug where _currentAction.result was not cleared after giving a warning for failing a quick reload. This resulted in repeatedly being warned after most actions following it.
- Temporarily changed createNewProjectile so that throwing items can't have shotgun pellets. This was causing crashes when attempting to throw, for example, a cluster rocket.

- Rewrote projectile rendering to use a single pre-pass to generate future drawable objects before looping across visible tiles.
- Capture shotgun attribute at ProjectileFlyBState constructor for use in applyAccuracy later, to prevent issues when running out of ammo.
- Further tweaks to auto/shotgun attacks in shot action menu display.

- Further shotgun pellet logic rewriting to reduce lost or repeated explosions.

- Display estimated accuracy even without UFOExtender accuracy mode.
- Fixed an issue where the initial shotgun tracer round was fired with shotgun mode, causing it to ignore standard accuracy rules.

- Added kneelModifier to RuleItem so that weapons may define exactly what accuracy multiplier they get for kneeling.

- Fixed LoS check being skipped on normal shots.

- Display grenade primed indicator on battlescape.

- Combat log adjustments.
- Fixed bad translation string for Reloaded combat log display.

- Early attempt - explosions occur synchronously.

- Async explosion logic round 1.

- Final round of async shot/explosion logic.

- Cleanup/fix branch.

- Fixed target voxel deviation for shotgun-type weapons on auto fire.

- Do not change state interval in ExplosionBState when being run as a sub-state.

- Added blastDropoff to item ruleset, which controls how quickly an explosion loses damage as it spreads outward
- Modified explosion-related functions so that the visual size and sound of an explosion is determined by blast radius instead of power

- Allow mousewheel scrolling through oversized ground inventories.

- Fixed incorrect max on mouse wheel inventory scrolling.

- Fix inventory not being re-rendered for some actions.

- Combat log improvements for non-damage or stun damage attacks.
- Further tweaks to mousewheel inventory scrolling.

- Slight tweak to RoleIconNone.

- Added reactionsModifier as a setting to RuleItem

- Implemented per-weapon AI range handling.

New item rules:
aiRangeClose, aiRangeMid, aiRangeLong, aiRangeMax
aiAttackPriorityClose, aiAttackPriorityMid, aiAttackPriorityLong, aiAttackPriorityMax.

- Adjusted reserved TU fallback logic to handle weapons with non-standard shot configurations.
- Force AI to use normal TU reserve logic instead of custom percentages.

- Fix firing animation getting stuck.

- Fixed an issue causing crashes with the modified explosion graphics/sound code

- Implemented Overwatch ability.

- Grant hostile units the weapon kneel modifier if it is above the base 115.

- Commented alien unit kneel special case.

- Fixed death message spam for multi-hit weapons.
- Fixed canMakeReactionShot not checking required TUs on snapshot.

- Adjusted Overwatch cost to be a minimum of 90% of the unit's TU.
- Added a simple display for overwatch to indicate the target region.

- Clear Overwatch state on new turn.

- Add Role to Soldier Info screen.
- Apply "one in a million" AI fix.

- Fixed InventoryState not popping the maximized state properly.
- Added an Inventory button to the soldier info screen.

- Post-rebase cleanup.
- Modified SavedGame loading of role configuration to eliminate SavedGame constructor conflicts.
- Applied custom string changes to en-GB.yml.

- Show all spotted units in spotted list, not just those spotted by the current unit.

- Added tracer logic to display line of fire when targeting.
- Fixed roles not being loaded in time for use in New Battle games.

- Fixed logic issue causing the trajectory calculation to fail with any compilation optimizations turned on.
- Fixed an issue where the trajectory trace was being created for non-visible higher Z level tiles and all rendered at once when the higher Z level became visible.

- Added a drawing hack to draw throwing arcs above the currently drawn map Z-level.

- Implemented an Instant grenade fuse option.

- Fixed Stun/Hit melee action showing ammo-related errors.

- Fixed rounding error on reaction fire distance calculation.  Lying documentation!!!!!!
- Added smoke-driven accuracy falloff.

- Fix Psionic attacks not display in log.
- Fix instaprime grenades not saving to EquipmentLayoutItem.

- Sort Interceptor list by distance to target.

- Fixes to psionics caused by modified Explosion logic.

- Inventory stats display changes.

- Display basic craft stats on Craft Info state.

- Added negative health and unit bleedout functionality.

- Fixed a logic error that broke health healing when healing a fatal wound.

- Show all red on medikit view if the target unit is bleeding out.

- Fix fatal wounds going negative.

- Separated ExplosionBState animation interval from the main state loop using a separate timer.

- Medikit info display improvements.
- Set health to 10% when being stabilized from bleeding to death.
- Display more damage info in the combat log in debug mode.

- Changed bleedout mechanic to be wound-based.
- Changed stabilization heals from medikits to be overcharged wound heals, but zero health restoration.
- Improved medikit info display.

- Improved interception distance sorting to use the craft's in-flight position when possible.

- Allow overwatch to carry over between turns.
- Fix some language file entries for accuracy displays.

- Changed the firing trajectory system to use an aimcone-style system instead of the existing hit-or-wild-miss system.

- Fixed STABLIZED typo.
- Changed wounded recovery time to be percentage based rather than absolute value based.
- Fixed overwatch being able to fire infinite times.
- Added visual indicator to highlight units on overwatch.
- Reduced LOS penalty on grenades to 75% maximum.
- Allow fatal wound bleeding to cause bleedout extra wounds.
- Fixed autoshot causing crashes if initiating fire with only 1 ammo left.

OpenXCOM+!!!

- Prevent psi attack targeting from using intellect to select a previously spotted target.
- Added a new fog of war-style field of view display mechanic.

- Attempt to prevent alien spotting incorrectly?

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Fixed weapon accuracy mods not being applied.

- Rebased.

- Implemented enforced squadsight logic for alien psi targeting.

- Added a bleeding out icon to dying soldiers on the battlefield.

- Added missing bleeding icon.
- Modified movement reaction fire triggers to only cause spotting to protect from the spotted unit rather than all enemies for normal reaction fire, not overwatch.
- Prevent weapon reaction modifiers from being used when on the defensive.
- Fixed bleedout icons not drawing when a live unit was on the tile.

- Fix post-rebase merge issue.

- Added an overall bleeding out indicator next to the spotted enemies list.

- Allow tanks to click open doors.
- Display the overall bleedout indicator regardless of selected unit.

- The initial tracer round fired by shotguns should now use the new trajectory system.

- Display distance to target along with accuracy percentage.

- Prevent a crash when capturing the last alien on the map with Mind Control.

- Preliminary work to allow grenades as ammo items.

- Fixed an issue with grenades as ammo.

- Allow racial research to display race type and basic damage percent in combat log.
- Allow unit interrogation to display full unit name and hp/damage in combat log.

- Display hovered unit name on the map.

- Minor BattleItem tweaks.

- Clear base as retaliation target on successful defense.

- Add Role Icon to unit tooltip.

- Initial implementation of "channeled" mind control.

- Implemented backlash damage for mind controlled units.

- Prevent mind controlled units from entering panic or berserk modes.
- Fix an issue with unit deaths causing projectile slowdown due to chained explosions.
- Increased backlash damage for mind controllers.

- Tweaked backlash damage formula to be percentage based on the controller's HP.
- Fixed a couple issues with mind control.

- Increased backlash psychic damage to 40%-60%.
- Reduced psychic stun damage to 25%-50%.

- Implemented an ammo mechanic for psi amps.
- Allow AI units to attempt to counter-mindcontrol.
- Display an indicator over the controlling or controlled unit.

- Fixed an issue with weapons that do not require ammo.
- Fixed psi amp not auto loading or allowing reload options.
- Fixed ongoing action not being properly initialized in all constructors.

- Implemented Clairvoyance and Mind Blast psionic powers.

- Mind Blast tweaks.

- Fixed known enemy units not being cleared between turns.

- Fixed psi amp ammo not being recoverable.
- Fixed an issue with basescape unit inventory access corrupting saves with the temporary battlescape game.
- Fixed bleedout status not being saved causing units to regain bleedout 10 wounds.

- Display role on craft soldier list.
- Attempt to prevent mind blast from being able to hit a secondary target.

- Include Xusilak's X-COM Overhaul mod files.

index on master: d662cec - Include Xusilak's X-COM Overhaul mod files.

On master: panic stuff

Merge commit 'b9580da3ccc1a11d486ed80468ff53cfca1fd4ab'

Conflicts:
	bin/data/Resources/XusilakOverhaul/Items/PlasmaBlaster/PlasmaBlasterBig.gif
	bin/data/Ruleset/Xcom1Ruleset.rul
	bin/data/Ruleset/Xusilak's X-COM Overhaul.rul
	src/Battlescape/BattlescapeState.cpp
	src/Battlescape/Inventory.cpp
	src/Battlescape/InventoryState.cpp
	src/Battlescape/Map.cpp
	src/Battlescape/MedikitState.cpp
	src/Battlescape/Projectile.cpp
	src/Battlescape/TileEngine.cpp
	src/Interface/Bar.cpp
	src/Interface/Bar.h
	src/OpenXcom.2010.vcxproj.filters

- Aliens now have 85 base bravery.

- Added soldier list option to pre-combat inventory screen.
- Fixed an issue with scrolling to the bottom of a TextList when the number of items was less than the possible visible number.
- Added a short name for roles for display on lists.

- Added two handed modifier option for weapons to explicitly set accuracy when dual wielding.
- Random code tweaks.

- Force float division for two handed modifier.

- Added dualwielding accuracy modifiers to heavy weapons.
- Slightly increased minigun accuracy.

- Miniguns fire 20 shots instead of 16.

- Improved mind control indicator.

- Added clipsize setting to stun rod.
- Tweaked BattleItem constructor.

- Fix rebase issues.

- Fix surface double-add crash issue in BattlescapeState.

- Fixed a double added surface in the medkit state.
- Fixed an issue with hovering over mind controlled player units.

- Fix mouseover unit bug.

- Rebase and sound fixes.

- More projectile sound fixing.

- Fixed rebase issues.

- Restored some missing language strings.
- Fixed up some remaining rebase issues on getStats changes.

- Initial work on modular vehicles.

- Reworked modular vehicles into separate soldier types as chassis.
- Added battleClipSize item ruleset option to allow ammo to be purchased individually and loaded into magazines at battle time.
- Added stats ruleset option to all items.
- Allow all items to affect unit stats.

- Implemented generic items being able to have stat modifiers.
- Allow inventory slots to optionally apply stats from items in them.
- Reworked modular vehicles to have soldier configurations represent the base chassis.

- Implemented an inventory layout ruleset to allow different units to have separate inventory structures.

- Fixed non-soldier unit stat calculation.
- Handle non-HAND inventory slots for weapon quick slots.
- Use vehicle type as rank string for vehicle soldiers.
- Prevent quick assigning armor for vehicles.

- Fixed up ammo recovery issues with battle clip size option.
- Prevent vehicles from gaining experience/promotions.

- Tweaked vehicle inventory layout for demonstration.

- Fixed a missing entry in the standard inventory layout.
- Added frontArmor, sideArmor, rearArmor, underArmor options to all items.
- Added Armor inventory slot type.

- Restored vcxproj user settings file.
- Post-rebase cleanup.