refactor travis script, add a variable for the utf8 check
Fixed various income issues
Orcish Nightblade Addition

Adding base unit file as well as images/animations for Orcish
Nightblade unit.
remove a utf8 BOM from data/core/Nightblade.cfg
add UTF8 BOM check to travis
minor tweaks to script (fix a comment, merge two adjacent lines)

The travis log is more readable if all of the WML test errors
are on the same tab.
fixup travis script

This fixes up https://github.com/wesnoth/wesnoth/commit/f07400a4716a06eb6cbfd447d4233e0376f053d1,
the ! syntax doesn't seem to work here.
fix logic error in .travis.yml
fix travis (broken bash logic)
cleanup travis script a bit

keep all the utf8 bom code together, and output the bom at the
place that it is reported
fixup travis

I guess writing Error: in a quoted string is illegal yaml?
Nightblade:Updated animation WML to current format
Merge pull request #225 from AI0867/wesnothd_memory_leak2

Fix memory leak in wesnothd
Merge pull request #224 from AI0867/wesnothd_memory_leak

Fix a memory leak in forum_user_handler
refactor variable_info

we now use const correctness to ensure that we sont change teh game
config if we just want to read values.

Also we use a new algorithm that is a little slower when parsing small
variablenames and much faster when parsing long variablenames.
fixup bb768e84862241b9a1790b5075729e14620c1435

See github conversion here:
https://github.com/wesnoth/wesnoth/commit/bb768e84862241b9a1790b5075729e14620c1435
fix a bug in the ai context implementation

The ai was not zeroing out its list of ratings used before it
computes them. Uninitialized values can be arbitrary at run time,
meaning that the ai could silently deviate from its supposed
algorithm.

Issue spotted by coverity.
use fill_n instead of memset

I guess this is the preferred c++ method to do this.

Fixes up 1c142991acad0800b74ae39ee729b36ff1f4a2ef
check dynamic casts for null

This probably isn't an issue, but it was spotted by coverity
and its easy to fixup. Who knows, someone might have accidentally
broken this in the future somehow.
fix a bug which could cause the terrain_builder to crash

The terrain builder logic assumes that the min_types list is
empty whenever the min_constraint pointer is null, and based on
this, dereferences the pointer. However, in subsequent passes of
the outer loop the pointer is initialized to null while the list
is not cleared. According to coverity this can actually cause
a null pointer dereference in explicit cases.

We fix it by explicitly re-initializing the list on each pass.