Brought changelog up to date as of 05552a05e148c58aac9c98f7d2b98f4e8e3f4f5c.
Updated english MOTD.
Changes previous MP5 to the current M4 coaxial.
Pulls random tankbot spawns.  There was much rejoicing.
Really pedantic typo fixes - non-string.

Fixes a few typos in comments.
Restore lighting check logic removed by eeed5169b70f5473a5410134ff87f925653e7205
Artifact effects: check for worn status before using effects_worn.

game::process_artifact is called when processing items in the characters inventory, it will be called for items in either the main inventory, worn items or the wielded item,
one has to check whether the item is actually worn or just wielded / carried before applying the effects.

Only print the message when item is not worn.
Remove the wielded parameter from game::process_artifact

As the worn status is calculated inside the function, why not also calculate the wielded status there?
The code is equivalent.
Remove game::fire

It has become nothing more than a wrapper.
Implement generalized "attitude towards creature" function.

While npc and monster have their own check of attitude towards the player, there is no such function for the Creature class.

This is just a placeholder until proper faction support gets implemented. Creatures should refer to their faction than.

However this allows for easy sorting of creatures based on their attitude for example when targeting with a gun.
Sort by creatures attitude when targeting with a gun.

List hostile creatures before neutral before friendly creatures.
With same attitude, sort by distance as before.

Make the code in game::target a bit simpler, the check for u.sees is already done in game::pl_target_ui, so just target the first creature of the list.
Make re-targeting during burst firing consider friendly creatures.

Neutral creatures are still valid, but friendly are ignored, except sometimes for trigger happy characters.
Use player::get_visible_creatures in game::is_hostile_within

Also use Creature::attitude_to instead of monster/npc specific checks.
Use player::get_visible_creatures in game::mon_info

Instead of storing the (encrypted) index of the npc in unique_types, store a pointer to it.
Remove the calls to u_see, get_visible_creatures already checks that.
Combine some common (to npc & monsters) code in game::mon_info

The calculation where the creature is and where in the monster compass to put it.
Show npc in nearby monsters list.

Using player::get_visible_creatures and npc specific alternatives.
Make game::list_monsters simpler:

return when there are no monsters around before creating the windows to avoid flickering.
Fix display bugs in game::list_monsters:

The help line "press foo to bar" overrides the last monster in the list, make the list of monster not consume that one line.
Use the current input context, no the default input (global press_x vs press_x of local input context).
Prevent items from repairing themselves.
Swept the books.  May take another pass, but this should be pretty decent.