Power drain, wear limitations, enc adjustment
Power armor added to spawn lists.
Crowbars now pry open windows
Added Eben to possible names, removed drops from zombie dogs
Refactor crafting interface code a bit

Made some changes that make it easier to add new actions that initiate crafting. Moved some code into separate functions, so there's less duplication.
Added ability to craft as long as possible
Tweak longcraft behavior.
Added specific item flag variable
Update item.cpp
Merge pull request #276 from wito/vehcile-parts-two

Vehicle Parts. Car isles, water tanks & more…
Merge pull request #286 from wito/power-armor

Power armor!
Merging, but it needs an adjustment to not wear out so quick.  Even powered it was taking heavy damage from handfuls of Zs.
Merge pull request #288 from veryinky/master

Item description bugfix and update.
Merge pull request #289 from ethankaminski/longcrafting

Craft recipe continuously
Merge remote-tracking branch 'upstream/master' into pryWindows
Added chance to break glass when prying open a window
Further enhance compare_split_screen_popup()

Since compare_split_screen_popup() looks like it's been patched repeatedly, and since a display I want to work on uses that function, I don't feel to bad about adding (and documenting!) another kludgey feature to the function to allow for the change I want to make later on.
Displayed crafting searched results in 1 tab instead of their own crafting tabs
Add colored hinting to the item exam sidebar

When examining an item, the sidebar listing possible actions now has colored hinting.

Green: can do that action
Red: the item permits that action, but circumstances don't
Gray: the item does not permit that action

A few things (notably, Unload) don't hint yet. Also, there may be some rare cases that were missed.
Should probably add myself to the credits at this point
Add hinting to "U"nload as well