add function string_input_window to output.h
uimenu: add generic callback functionality, quick filtering with '/', move into ui_container abstract base class, document functions.
* Filtering is case insensitive, find as you type. using the up/down pageup/pagedown keys while typing will scroll as expected
* uimenu_callback has triggers for highlighted items: select(entry_number, menu_ptr), keypresses: key(key, entry_number, menu_ptr), and refresh.
  Documentation and examples can be found in ui.h and wish.cpp
uistate: runtime states for wish selection, and advanced inventory filters
wish, monster_wish: Rewrite using uimenu which now provides a less
cumbersome means of searching
advanced_inv: quick-filtering, move to advanced_inv.cpp and into own class.
Further refactoring is pending, however the added functionality is finished.
Unused variables. Destroy them.
string_input_win: Correct left/right key usage in unlooped mode.
This is why I'm working on making it a class
advanced_inv.cpp: Big comment of unrequired includes: nuke
Eliminate sneaky unused variables
Check if a loaded int/float option is between its min and max, otherwise set to default.
Check NPC: allows skill modification. Skill modification made function and moved to wish.cpp
Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA
Nice Backyard
Reapply styling and bugfix to skill mod code
check npc: Made selectable entries more obvious
checknpc: Less silly method of text display
sort_armor() rewrite - part 1

- rewrote sort_armor()
- allowed to rearrange foot- and headwear (because OCD)
- fixed catacurses wborder()
- added ncurses *line() functions to catacurses
Fix being unable to wear helmet then hat even though hat then helmet works. Also fixed a pluralization.
Adjusted jam spoils_in

I somehow thought it was days, so I had set it pretty low. Fixed it to last a lot longer(1.5x for the merely cooked version, 4x for the jam which was made durable with sugar).
-damage for vehicle-vehicle collisions
-changed the equations for vehicle-vehicle collisions (partially elastic collision)