Random scenarios
Merge remote-tracking branch 'upstream/master'
Keep PLTYPE_MAX at end of character_type enum
Merge remote-tracking branch 'upstream/master'
Return profession at end of function
Remove mapRain data structure, replacing with explicit check for whether a square is valid for rain.

This is mostly a performance enhancement, extracting rain logic from the main draw code.
In particular, if rain is disabled it drops the performance impact of the feature to nothing.
It has a side effect of cleaning up the code as well, because the draw code shouldn't be worrying about rain.
AIM Keybinding

change of ITEMS_CONTAINER to ITEMS_DRAGGED_CONTAINER and addition of
ITEMS_CONTAINER for normal inventory container
UI state

Not save persistent
CIM Liquids

CIM functionality in AIM
UIState fix

Clearing pointer in deserialize to ensure that it is cleared after load
Persistent UIState

changed UIState from pointer to location, index, type and content type
Style fix and changes for persistence

Styles fixed hopefully everywhere...
StyleFix2
WarningFix

explicit conversion to size_t
Laser-lock made visible, further nerf tank gun

Because if the tank can see you, you should be able to see its laser,
even if you can't see it.
friendly turrets use their full range

Because by the time the tankbot gets within range to use the tank
turret, its AI would only ever opt for the coaxial.  BUG.
Reduced lock-time

The tank cannon is designed to engage vehicles, and the 40mm primarily
vehicles or groups.

So now if you evade it, it'll need to regain lock sooner, thereby buying
you a bit more time.
LiquidHandlingRefactor

both move_content and handle_liquid are now calling new item method
fill_with
FixContainerPositionOffset

deals with real position of container depending on its location
Make artifact swords / knifes usable in sheaths and scabbards