add a comment in gamestatus.hpp
Messenger Escort Micro AI: code cleanup
Bottleneck Defense Micro AI: code cleanup
update changelog
LoW: Initialize units in start events

previously this was done in side 1 turn 1 events because start events
wasn't synced.

After the fix for 21933 players now loose when they have no units after
start events, so we need to do this in a start event.

replacing check_victory with check_end_level after start events in
play_controller.cpp line 572 doesn't work because we still have the
check_victory in playmp_controller when waiting
for remote packages, that check_victory is needed in order to sync the
behavior of ai turns which calls check_victory after every action on the
local client.
fix abort in wait_for_upload
fixup wait_for_upload
make network::error get through lua

by creating a tlua_jailbreak_exception of version network::error.
Fix bug #21883: make sure movement animations don't cycle with fog on
Goto Micro AI: prevent potential conflict between Goto MAIs

If several Goto MAIs are used on the same side and both have
unique_goals=yes set, they previously might have interfered with each
other, one preventing the other from working correctly. Now the “goal
taken” information is saved such that it only applies to the CA by
which it was set.
[micro_ai] tag setup: minor code cleanup
Micro AIs other engines: code cleanup
disable mp::configure in mp transient in networked mp

This was only executed on the host. And it didn't work in networked mp because the other clients didn't expect this, and proceeded to the next scenario immediately.
That's why i disabled it in networked mp.
Fix bug #21316: make subframes within standing animations cycle by default
AnimationWML: explicitly set movement animations for vampire/blood bat.
updated Czech translation
rename replay [checkup] tags to [result]

before it looked like this:
[checkup]
[checkup]
a=b
[/checkup]
[checkup]
c=d
[/checkup]
[/checkup]
now it looks like:
[checkup]
[result]
a=b
[/result]
[result]
c=d
[/result]
[/checkup]
more robust replaying

instead of giving an assertion error after the OOS message we now

1) ignore dependent comments when we find them but didn't expect them
2) save commands for later when we find them while expecting another
dependent command. In this case we try to get a correct dependent
command by querying the user.

after we showed the OOS message ofc.
fix 21903

it's now impossible for non hosts to advance to the next scenario before
the host does, this is the intended behavior which didn't work before
because the hotkeys system automaticly sets the endturnbutton enabled if
can_execute_command(turn_info::HOTKEY_ENDTURN) == true.

We also make the clients end linger mode immediately when they receive a
PROCESS_END_LINGER, to prevent receiving data of the next scenario while we are not playing it.
partly revert e454252f218b

this should restore the behaviour that players don't loose if they have
no units left after the start event. Because it wasn't tested enough.

Note, that in most cases we don't need the check_victory in
playmp_controller::play_network_turn because we have a check_victory()
in the end in run_in_sycned_command