Created maid profession

Totally not a shout out to anything
Maid clothes
Spawns maid clothes
Added maid pocketwatch
Removed seperator
Battery power
Better name
More mundane sounding
Nerfed maid
Now with fancy clothing
Plastic bowl can now hold liquid.

Make plastic bowl holds liquid as its description dictates.
Adds support for bitmap and png "fonts"
Remove tabs and fix crash in non-sdl build
Recolored zombies
It was supposed to be green not dkgreen
Color Changes

Gave hulks a white on magenta color and returned tough zombies to their
ltred
UI tweaks for layers menu
fix usage of vehicle::part_with_feature
struct region_settings: Holds spatially relevent overmap variables. Loads from json, populating a list of suggested defaults, which
  will eventually be provided to the overmap by a regional/over-overmap. (currently there is only 'default';
  semi-rural North West USA with scattered temperate forest biome.
* stores jsonized variables relevent to overmap generation:
  * forest and swamp variables
  * "house_basement_chance": one_in(?) house : house_base (default 2)
  * shop() weightlist jsonized and sped up. Uses oter_t.rotates instead of hard-coded rotate-everything-but-s_lot.
  * parks moved to another weightlist, replacing hard-coded one_in(5) ? pool : park
  * The voodoo constants used to radially determine shop/park/house zoning are jsonized. Variables remain obtuse
    until a way to make them friendlier without breaking stuff is determined.
  * todo: more stuff. oter_specials, etc
* stores jsonized variables relevent to mapgen (pointer stashed in mapgendata)
  * struct id_or_id default_groundcover replaces grass_or_dirt. Default is the same as grass_or_dirt:
    ( one_in(4) ? t_dirt : t_grass ). In a desert region/biome one_in(10) ? t_sand : t_grass or such would fit better.
  * struct plant_coverage abstracts the builtin 'field' mapgen, determining shrub frequency and type
    as percentages.

overmap:
  * see above
  * corrected oter_t.rotates
  * oterr_weight_list moved to header, stores string id as well as int id, set post-json/pre-game
  * global obasetermap["string"] takes "example" and spits out the base oter_t ("example", "example_north" for rotates,
    "example_ns" for line_drawing tiles, etc
struct id_or_id: specification for custom grass_or_dirt / dirt_or_pile / tomato_or_tomato.
set via id_or_id(str primary, int chance, str secondary), or (int,int,int)
int .get() returns one_in(chance) ? secondary : primary
bool .match(int) compares both