Added lunge and longswipe

Longswipe is actually much more dangerous at short ranges... :D
Added irradiated wanderers and charred nightmares
Added lunge and longswipe
Added lunge and longswipe
Updated for lunge and longswipe
strange character removed
Stylin.
Add an animation delay option.  Fixes #5986.
Tool armor price fixes.
Merge pull request #7959 from Rivet-the-Zombie/thermal-prices

Tool armor price fixes.
Fixed gun spawn in church...
Updated to nerf lunge and add bleed to longswipe
Added m9 to the vault_wanderer item_group
Added irradiated wanderers and charred nightmares

I never play with tilesets... not sure if this is still needed?
Through chitin arm-guards
Hopefully this is a better temporary ending!
and it opened up my eyes

Partial checkin.

Thought about Kevin's suggestion to overload graffiti and proposed cosmetic changes to map tiles as a general collection for things like graffiti. May or may not fly, but thought I'd give it a try. The cosmetics map is saved/loaded from disk if it exists.

Since furniture does not have anything other than binary state on the map, the idea of "signage" is (1) furniture sign existing on a square, (2) cosmetics of SIGNAGE writing on the same string. It feels like a hack, but it works.

TODO:

* Add ability to write on signs (this will steal from graffiti).
* Allow the writing on signs to be added during map making process.
* The construction and removal of a sign will remove any cosmetic signage text from a map square.
Merge remote-tracking branch 'upstream/master' into i_saw_the_sign
Through arm guards

On to the longcoats.  Huzzah!
Through fur coats

Committing to create a break-point should folks not want the Super Fancy
fur coat.  (You could buy a cheap house for the price of that thing!)