Factions: Add the Astral Pirates
Factions: Demonstrate modifying Violet’s reputation based on a mission

This patch shows one way we can affect her reputation with a faction
based on her performance during a mission.  The specific example
awards her a flat bonus of fifty ‘reputation points’ along with one
extra point for every enemy killed during the mission.
Optionally require prequisite conditions for accepting missions

This gives us a way to define certain conditions are parameters the
player must meet in order to be eligible for a mission.  By default
the player can take on all missions.  But there will be some that we
will want to ‘lock down’ until the player accomplishes some various
actions X, Y, and Z first.
Missions: Add a reputation requirement to the Dourmire reconnaissance

This demonstrates the way we can define prerequisites for missions.
The reputation requirement in the patch uses an arbitrary value and is
for the purposes of demonstration only.
Factions: Add the ‘-For‘ suffix to all public API methods

This enhances readability.  Compare:

    FACTIONS["DSR"]:getReputation(Violet)

    FACTIONS["DSR"]:getReputationFor(Violet)

The latter reads slightly more like natural English.
Mark the basic factions and reputation system as ‘done’
Player: Add and document a table for tracking equipment
Inventory: Add methods to equip and unequip items

This code does nothing but add the item to the player’s list of
equipped gear.  It does not apply any bonuses or invoke any effects of
that equipment.
Inventory: Trigger events when equipping and unequipping items

This will allow us to write association actions with items that should
happen whenever the player equips or unequips it.  For example, we can
use these events to add and remove bonuses to player statistics.
Give all PurchasableItem objects ‘onEquip’ and ‘onUnequip’ events

Since all objects now have the events, and since it is safe to trigger
a Luvent event that has no actions, we can remove the if-then checks
from the Player:equip() and unequip() methods.  However, that means we
are now assuming the parameter to those methods will always have those
properties.  That should be the case, but nonetheless this creates the
potential for some game crashes.  At least these are errors we do not
want to silently ignore.
Make the ‘Stardust Magnetism’ item affect the player when equipped

This also acts as a demonstration to how we use the ‘onEquip’ and
‘onUnequip’ events for handling item behavior with regard to how it
affects the player.
Items: Add technical design documentation
Mark-off the basic inventory system as ‘done’
Player: Add a small reference to the ‘Items’ documentation

This is so developers know where to find more information about that
items that go into the ‘inventory’ and ‘equipped’ tables of players.
Player: Implement and document the ‘baseReputation’ statistic

We will use this to help determine the reaction of all NPCs towards
Violet, not just the NPCs which have faction affiliations.  The value
of ten for her base reputation is an arbitrary choice we must tweak it
later when we have a better idea about the reputation scale, its
defaults and its limits, etc.
Rename ‘docs/Level System.md’ to ‘docs/LevelSystem.txt’

This lets us create prettier documentation automatically by running
make in the documents directory, as the makefile only converts
Markdown files with the ‘*.txt’ file extension.
Rename the game to “L’Astra Vojego”
Merge branch 'jeff/workspace'

* jeff/workspace: (71 commits)
  Analog movement for the player ship now works.
  Refactor: move axis value updating from a joystick to the Gamepad module.
  Refactor: move axis value tracking to the Gamepad module.
  Refactor: move analog dead zone sizes to Gamepad module
  Remove unneeded debug output
  Added Analog Input Prototype
  Added Xbox 360 controller support to various scenes that manage input.
  Plug in joystick framework
  Print out the number of detected joysticks in the main debug function.
  Remove debug condition check
  Add some story flags to the first mission and react to them in the post first mission scene.
  Pressing Enter only continues the conversation if we are not waiting for the player to make a choice.
  Change settings.title
  Increase in-game dialog font size a bit.
  Widget views can now be clamped to bounding regions.
  Added up/down scroll buttons to the button panel for wiki sub scenes
  Make first mission intro dialog shorter
  Disable mouse-click-to-continue in conversationScenes
  Widgets can now be temporarily disabled.
  No longer keep widgets highlighted when the mouse moves off of them.
  ...

Conflicts:
	conf.lua
	docs/Brainstorming.org
	docs/Factions.txt
Update the game identity to reflect the new title
Merge branch 'equipping-inventory'

* equipping-inventory:
  Player: Add a small reference to the ‘Items’ documentation
  Mark-off the basic inventory system as ‘done’
  Items: Add technical design documentation
  Make the ‘Stardust Magnetism’ item affect the player when equipped
  Give all PurchasableItem objects ‘onEquip’ and ‘onUnequip’ events
  Inventory: Trigger events when equipping and unequipping items
  Inventory: Add methods to equip and unequip items
  Player: Add and document a table for tracking equipment

Conflicts:
	src/Player/player.lua