Let's remove the disassembly option from anvils, shall we?
Prevent npcs from seeing (and taking) sitems that they should not be able to see.

Like planted seeds. Or items in a container that is far away. Uses the same logic as for the player.
simplify item::next_mode

No reason to have two loops over the content
cycle to the next gunmod when removing a gunmod

Also, no need to create a new item, instead use the gunmod item directly.
Cycle to next gunmod when "unloading" a gunmod.

Also use inventory::assign_empty_invlet to assign a new invlet instead of iterating.
remove changing the item type during game
Merge pull request #6980 from Rivet-the-Zombie/anvil-fix

Let's remove the disassembly option from anvils, shall we?
Merge branch 'fix-mods-reset-on-removing-gunmods' of https://github.com/BevapDin/Cataclysm-DDA into MoreMerge
Merge branch 'fix-npc-ignoring-sealed-stuff' of https://github.com/BevapDin/Cataclysm-DDA into MoreMerge
Make game::revive_corpse check if the spot for reviving is empty.

Prevents debug message that another zombie is already there.
Changed all calls to revive_corpse to check for the return value and handle non-reviving.
Exit the adv. inv. after starting an activity
partially rewrite how field and item symbols are display on the map

fixes some inconsistencies, and an exploit
apply boomered/night vision/low light last
Merge bugfixes from BevapDin.
Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA into scabbard