I think the whole idea of using a viewport for the calendar was kind of dumb
Changed the way calendar cells render so you can see the boundaries better
gonna try something ridiculous with the database, brb
Bringing this back because it turns out that submodules are bigger and slower to download
safety
New schema for specifying columns that a calendar should have.

There ought to be some way to change this from within the UI, preferably player-friendly, along the lines of 'click a thing, get its schedule'.
safety
updated instructions, still terrible
safety
multi-column calendars at least drawing again, though the new timeline is useless
Things look about right.

To go further with the calendar I need to implement automatic branch-starting.
Merge branch 'calendar'
I now have a graphical widget to indicate how branches are related.
Now saving is extra smart: all saveable data is kept in a single huge dictionary, and when you save, I'll take a diff between that dictionary and the way it was when you loaded...and save only the new stuff.
a fix for the fix
Fixed a bug where I didn't set the branch of a saved event correctly.

Next up getting the calendars to behave
Did a bunch of development on calendars that kinda changed everything else a little. I'm much closer to being able to drag the timeline around now.
The Skeleton (formerly the tabdict) is now an object of a custom class that works sort of like a defaultdict.
Fixed a thing where spots didn't respond right to branch splitting
It, uh, seems like automatic branching is kind of working! Although it exposed some kind of weakness in my render code.