Fix segfault.

If a character a wielded an entity b, and then was destroyed, and then b
was re-containered, it would result in segfault due to a lingering
connection. This fixes it, but it's a temporary fix until we've
transferred to using "outfit" for wielding.
Add news item for 0.6.2 release
Update ChangeLog for 0.6.2 release.
Bump version for next iteration.