Renamed all the references to 'z' in game to 'critter', to make it easier to find and address issues with a nice easy to regex and more descriptive name.
Replaced monster references called 'm' in game.cpp with the new 'critter' name.
Fixed 'm' references in game.h
vehicle construction menu: show name of fuel type next to it's guage.
vehicle speedup: add more heavily used flags to bitfield, add more static strings
make use of pre-constructed fuel_type strings, and add "structure"
since foo == "structure" (and string create/teardown) is everywhere
in vehicle.cpp
adv_inv input 'How many' only digits
Add some
jsonize monitems -> data/json/monster_drops.json
Add (more) cowbell
Merge remote-tracking branch 'origin/master' into more_vehicle_optimize

Conflicts:
	src/vehicle.cpp
Don't read past the end of the here container when pressing a key past the end of the list when using the pick up interface.
Merge rename of single letter variables.
Make shock damage make sense.
Merge fuel gague labels and further vehicle optimizations.
Merge monster pathing noise, limit number input in advanced inventory to numbers, display overloading, and jsonized monster drops.
Booting up

These add Western boots (moar Stylish footgear), spawns, and a recipe
for making them.

Also Nerfs combat boots based on IRC commentary that US Army boots are
Not Fun to move in.  ->2 Encumbrance, on par with Winter boots.

(Western, built more for looking good than for running, have 4
Encumbrance but can be fitted to 3.)
Merge bounds checking fix in pickup and rework of vehicle damage model.

Conflicts:
	src/vehicle.cpp
Nuke a debug message from vehicle damage pr.
Less-Nerf'd

I presume Rivet wears properly-fitted combat boots.