Allow stabbing with rods/staves with the boots of the Assassin (jeanjacques).
Don't log DGL messages twice in certain instances (#8414).

This was accomplished by adding a new message channel, MSGCH_DGL_MESSAGE.
Correct function use (ChrisOelmueller).
Don't masquerade large rocks as artefacts.

They're now lightgrey instead, still not conflicting with any other
ammo type.
Tell the player in the notes which wizlab they entered.
Assert rather than dereference a null in check_your_resists.
Don't sometimes make a pandemonium lord appear next to the player on D:1.
A clua hook for MB_RANGED_ATTACK (gw).
Make hidden_temple visible from the outside.

It was spoilery and sort of annoying otherwise.
Fix floor colouring in a trove entry (st_)

And remove some duplicated colouring from another.
Don't let teleporters be carried into the Abyss when banished (#8432)
Don't allow getting a hide from a polymorphed monster.

It was prone to spoilery (HD is not told to the player in-game),
somewhat scummy behavior.
Remove a special case for plague shambler corpses.

Presumably around from the time that they were rotting hulks.
Adjust a slime wall message when resting is aborted
Leather armour tiles (Bloax)
Fix Phantom Mirror being able to mirror uniques.
Dragon armour doll tiles
Remove giant goldfish.

Given the problems with water monsters, the niche for "melee-only
general placement" is already filled out by big fish on the low end
for sewers and such and sharks on the higher end for Lair and Shoals.
The spawn weights and vault placements have been pretty evenly split
between the two.
Avoid a crash parsing bad keymap lines in macro files.

If we encounter a K<char>: keymap definition with an invalid character
(not '0' through '5'), we don't set the key and don't switch to keymap
mode, but we did change the keymap context.  If we were in keymap mode
already, this leads to us making an out-of-bounds access to the Keymaps
array when we later parse the A: line and try to add the macro.

Now the bad K?: line is completely ignored; this means we replace
the action of the previous map or macro, but that's better than
crashing (and happened already if the previous thing was a macro).

An example of a keymap that would cause a crash (the first line is not
necessary if another keymap immediately preceded this one):

K:x
K~:y
A:z
The great 0.15 monster glyph migration (#8242).

Amongst other things:
- Immobile plants/fungi all to P;
- Tengu to Q;
- All derived undead to Z;
- Mobile plants/fungi all to f;
- Drakes to k;
- Non-unique humans to p;
- Most flying insects to y;
- Slugs to w.

Thanks to gammafunk, elliptic, MarvinPA, and others who made
contributions to this effort.