smooth out grenade flashing
colourize numbers and shift positions
adjustments
- 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.