More pistols

L39 in 9mm w/o burst , and rechambered in .45 with and without burst.
spawn groups

l_sp_9
homeguns, reduced glock/USP by 2 each
pistols, reduced glock/USP by 1 each
allguns

l_mp_9
homeguns, reduced to 1

l_sp_45
homeguns, reduced M1911 and USP by 1 each
behindcounter, Enforcer reduced to 4
pistols, reduced Enforcer by 2
allguns

l_mp_45
homeguns
behindcounter
smg, reduced mac_10 by 4
allguns
Initial implementation of commerical fertilizer, fertilizer bombs and improvements to fertilizing
Modular guns-the guns

Because the only thing better than magic rechambering kits is a magic
base platform that can be repurposed via the crating interface.

This is the first pass; it's based on the SCAR-L.  Feel free to comment
if something looks out/whack, please.
Modular guns-recipe concept

The idea is that you can re-configure the gun by swapping out parts, but
that swap is time-consuming and requires both skill and the proper
equipment to get right.  The guns are pretty good but not perfect, and
can't be tacticool'd out.

Numbers here are not set in stone and frankly I've not cross-checked
them because I'm thinking they're likely to be changed as firearm fans
check in.  So let me know what you think of the details, please.
Ceramics
Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA into LeadworksUP
WIP

Needed to change branches.
Fixes cancellation

Ursine Vision is equivalent to High NV but trumps Night Vision.  Didn't
actually cancel the other out.  Now it does.

Thanks to MausXZ on the IRC for reporting.
Modular weapons: guns, kits, recipes

All the parts are in.  Now to get them spawning.
Spawns

mil_rifles:
All variants, reduced SCAR-L

cop_armory:
DSR reduces amount of Rem700
Added .223 ammo for the DSR (Civilian!)

cop_weapons:
Carbine, DSR reducing the M4 and Rem700
.223 ammo, same

cop_evidence:
Base version and upgrade kits
Time tweak

Was an order of magnitude too small.  Fixed now.
proofreading

Cleans up a typo and streamlines language a bit.
More spawns

allguns:
All variants at 3, reduced SCAR-L to 3

rifles:
DSR, 3

Assault:
MBR, 4, reduces SCAR-L to 3
(The carbine is a little bit too much firepower in a small package to go
on the civilian market, IMO)

drugdealer:
(Not that that stopped it)
Carbine, 3
L39B-45 at 7, reduces MAC-10 to 7
L39 at 5, reduces Glock to 5
initial commit.
rng is done,
mapgen functions not yet
Recipies

Arrows, rock tools, quern, fire drill
Can't build walls, well, fireplace, pebble, rock sock, pot
Tweak
Tweak2
Recalculate the coverage data of items when changing them.

The iuse_transform action (used to transform folded stuff into the unfolded form and otherwise) only changes the item type, related item data (like item::coverage) stayed unchanged.
Vehicles don't collide flat terrain even when it's bashable.

The flat terrain check is based on the movecost being 2 (e.g. floor).