Tutorial: add summon quintain animation to Delfador.
Tutorial: set initial facing directions for the player and Delfador
ai_helper.get_live_units: don't use filter_wml

It’s slow, the new method is between 10 and 20 times faster.
Lua AIs: do not use empty tables as filters

It’s faster not to provide any argument to wesnoth.get_units() if all
units are to be found.
Prevent Malifor from respawning in cave wall
ai_helper: remove a debug message

It’s served its purpose and is not needed any more.
add precise_timestamps setter
commandline option for precise timestamps
enable msvc bool conversion check.

we now enable warning 4800. I ran though the msvc compile with this
warning and i found some (in overlay.hpp, unit.cpp, whiteboard/move.cpp)
unintended implicit bool b = cfg["attributename"] casts that use
the implicit attribute_value to int cast and then a int to bool cast.
So for attributename=true b would be false. So i believe this
is a useful warning.

There are also a lot of implicit int to bool cast from the SDL and LUA
C-libraries which use int instead of bool because C doesn't have bool.
In this case this warning is less useful, but i still think it's worth
it since a "!= 0" or "== 1" isn't cost.

Plus if someone really wants to disable this warning he can still
disable it in the msvc project settings, while before is was not
possible for someone to enable this warning the the settings.
more robust replay.cpp functions

we now add nonundoable commands at the current position instead of
assuming
at_end(), this way nonundoable replay entrys like speak can now also be
added
while we are not at end.
Usually playturn_network_adapter ensures that we are always are at_end()
and i didn't get any error with the previous solution but the new
solution
is just more robust in case something goes wrong.
Note that we cannot add nonundoable commands at end if we aren’t at end
because
in that case the user would see the message again when he replays it.
Note that we cannot just do this for normal command because it might
bring the
replay in disorder.
tidyup replay.cpp
more robust replaying of moves

we now set skipsighted to true if there is no fog or shroud.
The intention is that if a player uses fog=no in debugmode we still get
the same move destination in replays.
fix replay of delayed shroud updates (21986)

we have to enable the undo stack during replays to make these work. This
was accidently disabled during pr 121.
fix linger mode in mp (21985)
save replaydata of the undostack

not saving these might result in currupt replays when redoing a move
from a saved game.