Reallow selection of another unit on same side without deselect first
Simplify condition check for mouse action/move.
Remove accidentally committed windows binary
fixup test directory

C++ tests load from /data/test/ again, and the _main includes in
data/ and data/test/ are fixed up to accomodate this.

This fixes up cc138a4ed96f3ac1f8c5130aa6842d1429013da4
fixup run_wml_tests

Prev version could sometimes give an error if test timed out and
error.log was not created, so add a check for if error.log exists.

Also refactor so the error log handling is in its own function.
Merge branch 'master' of git://github.com/wesnoth/wesnoth
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