Moved assorted information dumping to its own file.  Access to these functions is now handled through the DFHack command prompt.
Added a missing shape to the tile dump.
Cleaned up a bunch of block culling that didn't make a lot of sense.  Should reduce issues with missing ramptops and adventure mode.
Ignoring windows thumbnails.
Made tiles with liquids visible when the tile above is not hidden (for adventure mode brooks mainly).  Also auto-formatted the file.
Made stonesense recognize a couple rare cases where soil/stone could end up in non-layer areas.
Removed some things that weren't being used, and added separate fog of war tracking.
Fized issues with viewing water on the tile below empty space.  Fixed a crash from cave-in sand.
Moved another deprecated dump into the DumpInfo
Fixed the occlusion test (issue with material clouds and blocks having unspecified tiletype).
Fix a crash related to the occlusion fix and flows.  Fixed an error in the material lookup code.  Reformatted code to OTB.

Putting this stuff in its own branch since I'm not sure this is the
correct format.  DFHack documentation doesn't matchthe actual code
format, so I went with what the code actually looks like.
Added a color input option for sprites, allowing the user to specify which inorganic to use to colour the sprite.
Added usage documentation for additional xml colour input option "inorganic".
Switched from specifing an inorganic as a color variable to specifying colors named in the DF raw files.
Switched to the IN_PLAY building vector from the ANY building vector, fixing the "ghost furniture" bug.
Got nighttime shading for adventre mode working.  Rearranged some functions associated with colors and shading.
Fixed layer material loading for under plants/trees/grass.
Increased the effectiveness of the Occlusion_Test, removed a few cases where it was occluding blocks it shouldn't.
Minor occlusion test improvements.
A bit of tidying up, and made sure that old material flows don't leave lingering hidden blocks on the map.