More roadmap targets, now including: roads
Evac shelters as a cherry on top
Crowbars now pry open windows
Added specific item flag variable
Merge remote-tracking branch 'upstream/master' into pryWindows
Added chance to break glass when prying open a window
Extended item flags to individual items, which allows for hot food.
Merge pull request #294 from origamiwolf/CDDA-itemflag

Expansion of item_flags
Add a sound effect when breaking a window when trying to pry it open.
Merge branch 'pr/287' into dda-master
Should probably add my major changes to the changelog
Add cauterization (soldering iron/hotplate only for now)

You can now cauterize yourself with certain items, causing a fair amount of pain in exchange for healing (uninfected) bite and bleeding effects.
Now maybe I won't have situations where I'm out of first aid kits, have plenty of antibiotics, and intentionally wait the ~4 hours until the bite gets infected so I can heal the damn thing :P.
Make any tile that has a vision line drawn through it visible.
Pull iteration over map into build_outside_cache(), move it to be with other caching functions, and reformat it.
Pull together vehicle-derived map caching into a single loop.
Merge branch 'roadmap' into dda-master
Make the cauterization message's tone more intense
resurrect overmap::find_all() for use by roadmap.
Merge pull request #300 from ethankaminski/cauterize

Add cauterization as a way to remove bites/bleeding
Update brazier description