Make recipe requirement loading more obvious.
Move item_name() to itypedef, declare it for general use.
Display known recipes item can be used for in item info.
Move a bunch of crafting stuff out of game and into player.
Default batch_size to 1 for can_make().
Cache recipe-from-item lookup at game init.
Speed up craftability check for item to recipe search.
Add some constness.
Remove the quickly-deprecated recipes_using_itype() function.
Rename recipes_by_itype to recipes_by_component.
More descriptiveness.
Don't display recipe list in item description if over a dozen recipes.
Straw (implementation)
Straw bed
Furniture (de)construction, warmth changes
src/itype.h: Added variable to it_gunmod
Added a variable to the struct it_gunmod (int req_skill) to represent the
required skill to install a given mod.
src/item_factory.cpp: Added new JSON field
Set gunmod_template->req_skill to whatever integer the JSON field "skill_required" contains
src/player.cpp: Change the marksmanship check
Changed the marksmanship check when installing a gun mod, so instead of checking whether it's equal to 1 it checks whether the player meets the skill requirement.
data/json/items/mods.json: skill_required field
Now all mods have the skill_required field. It represents the level required in marksmanship to be able to install it.
Replace magic numbers with MIN_RECOIL define.