Tried adding pawn_img information to charsheets. It was a bad idea.
Useless little load popup, just a proof of concept
properly display the current tick. also, new widget.
Handle case where the table is used to put a thing in a portal. Also case where editing gets disabled before hitting Enter.
fixes:

* you can put things into portals using tables now.
* Defocus the table when unediting
Merge branch 'charsheet' into picker
Well, now you can edit locations thru the table when NOT at the exact tick of an existing record. Turns out the whole locatin' business is rather fickle.
super easy fix to let spots move
super easy fix let pawns get dragged more than once
Now tables update when their data does, although it appears not to handle nulls correctly
making the tablenames attribute mutable was a terrible idea. caused various shit to not get saved if mkdb had been run that time.
Type safety. Basically make all these special attributes immutable.
I noticed there was no way to remove interactivity from a Spot after it had been made interactive. Not that I need this capability yet, but here's the fix.
Merge branch 'gui' into database

Conflicts:
	charsheet.py
	pawn.py

Actually I had just moved them and confused git about the matter.
I'm working on turning the bones into named tuples. It's partway working.

Why am I doing this?
Fixed table to work with new bones
simple travel seems to be working again
branches work again
Now the Bones aren't buried in one Skeleton apiece.
The lowest levels of the Skeleton were not handling None correctly. Now they are better.