apply_light_arc: now using fancy math(tm) && adjustable beam width. Also, visual artifacts (this is a feature>.>)
Car headlights cumulative. apply_light_arc: Optional 4th beam-width argument, cleanup, more experiments
Remove possibly premature optimization that is causing artifacts in light raytracing.
Merge pull request #3 from kevingranade/light_artifacts

Remove possibly premature optimization that is causing artifacts in light raytracing.
Remove deprecated debugging vars, luminance multiplier 4=>3
Merge remote branch 'origin/master' into mo_betta_headlights
Remove old code, set defaults to original "best looking"
Fixed Issue #999, wearing anything over Arm or Leg tentacles.
 apply_light_ray: trig_brightcalc argument (optional, default false)
 apply_light_arc: use light rays with the above option = true
New medical items

These are a few new medical items. A few Issues, I ment for medical tape
and gauzes to serve as a replacement for duct tape and rags
respectively. Disinfectant currently heals like bandages and doesnt
remove infection. None of these items have spawning thingys for them
yet, if any one could solve these problems I would really be thankful.
advanced inventory secondary sorts by name, so the item list doesn't jump around when moving stuff
Medical items updated

This is the medical items updated to have some more uses gauzes act like
rags when used, disinfectant is now basically first aid (made a little
rarer).
Add 'bundle of 10 plastic bags' + recipe: 6 inches of string and (obviously) 10 bags.
Fixed typo.
Make zombie hulks a bit more visually distinctive
advanced inventory: display graffiti label, misc ui shuffling
Make the misfire message smart about player vs. non-player
Batch o fixes and enhancements.
Merge PR #1326 - Nickboom's medical items
Exempt archery and throwing-based weapons from misfire chance.