Fix a couple of cases that could remove Slow by Haste.
Purge the desc link for lich demonologists.
db_lint: don't warn about the animated tree dummy.

It's not meant to be a monster, it's there merely so you can define its
appearance.
Document (describe) both flavours of debugging chocolate.
Mark win64 builds as -win64- rather than -win32-.

Not that there's much point in them...
A typo (syraine).
Manual sync from the wiki.
Give wisp form fail-proof conservation.

With your gear ethereal, bad ugly monsters can't touch it.
Fix 'identified' name prefix logic.

Use the 'fully_identified' function instead of custom logic. This fixes
items with no identification flags (e.g. food, missiles) getting
prefixed with 'unidentified' and possibly other inconsistencies.
Prefix wands/jewellery as "known" again.

It was being marked "known" only if the item had ISFLAG_KNOW_TYPE,
but having identified the item class should suffice as well.  Of
course, both are overridden by "identified".
Unremove rock trolls.

Except for generation, that is.  The tile uses iron trolls.

You can't remove a monster that could generate within save compat, you may
at most schedule it for removal after the next save bump, or deal with it
in some other way -- like converting enums, which would be error-prone
thanks to so many places monster type can get into.
Implement code rooms. There is an occasional problem with how rooms place.
Room analysis more fully implemented. Rooms still not placing.
Mostly get layout working
Mostly finish layout. Multiple doors and windows now get carved, in incidental walls too. Still a problem with inverted normals on some open rooms.
Disable debug prints
Adding various methods to improve and make new layouts. Callbackify wall decorators. Start restructuring some methods into namespaces to clear up global namespace.
Edit a slightly odd wall in a vault
Fix a bug preventing recognising some connectable walls.
Refactored and cleaned up code to fix bug. Didn't fix it but the code is improved (fixed potential bugs anyway). Tweaked a couple of vaults that caused VETOs.