new MegaMek development snapshot 0.35.27

Finally a new development snapshot, get it on the downloads page.
Here's the changelog:
v0.35.27 (2012-01-10, 20:41 UTC+1)
+ Use Marauder 9M image for Marauder 9M2
+ Bug 3446718: Rounding errors in crew quarters calculations
+ Bug 3441029: displaced VTOL falling
+ MagLev engine and Rail movement modes for construction purposes, no game rules
yet
+ Bug: units switching from JJ to IJJ always report as invalid in TestMech
+ Fixed possible NPE in Princess's BotGeometry.CoordFacingCombo.equals()
+ Bug: Calling KickAttackAction.getDamageFor() for infantry could lock up the game
during the physical attack phase
+ Bug: WiGE BV error
+ Bug: Princess shouldn't consider offboard or undeployed units in Precognition.java
+ implement RandomUnitGenerator and RandomNameGenerator with static references to avoid memory problems
+ fixed Drone (remote) operating system crits
+ public getFlag method in Engine
+ Patch 3467874: Smoke SRM/LRM
+ Charge and Building displacement bugfixes
+ Bug: Mechs should roll for damage when leaving buildings, too
+ Artillery FLAK elevation error
+ Bug: Excessive AMS ammo shouldn't count for BV
+ missing costs for VoidSig, NullSig, Blue Shield, and Chameleon Polarization
+ Bug: heavy flamer ammo BV should be 2, not 3
+ Bug: RL 15 heat should be 4, not 5
+ per a recent rules question, airboren aeros shouldn't be able to spot for
artillery or indirect LRM, unless they have recon cameras or satellite imagers
+ Bug: evading should mean the unit is running, even when using less than
run MP
+ Bug: ammo dump not before round X game option was not working in swing UI
+ Bug: possible to dump ammo when carrying BA on back in swing UI
+ Bug 3463526: bot prevents new game starting
+ removed generics for java 6 compatability (at least until OSX releases java 7)
+ Coolant ammo for fluid guns and vehicle flamers
+ Errata: industrial mechs without advanced firing control now get a 0.9 mod on
final BV

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