Laser-lock made visible, further nerf tank gun

Because if the tank can see you, you should be able to see its laser,
even if you can't see it.
friendly turrets use their full range

Because by the time the tankbot gets within range to use the tank
turret, its AI would only ever opt for the coaxial.  BUG.
Reduced lock-time

The tank cannon is designed to engage vehicles, and the 40mm primarily
vehicles or groups.

So now if you evade it, it'll need to regain lock sooner, thereby buying
you a bit more time.
Adds bash properties for t_pavement t_pavement_y t_sidewalk and
t_concrete, so a pickaxe does something
Merge remote-tracking branch 'upstream/master' into pick_fix
Less hacky
Changed bash properties to destroy_only=true and gives some rocks when
destroyed.
JSON fail.
Increased number of rocks returned
Made diesel render as brown in vehicle ui, fixing all resources
colours after gasoline, including water
Copied definitions of fuel_types and fuel_colors across to
veh_interact.cpp to fix fuel usage indicator colour. Moved them to the
top of both files if they weren't there already.
Redefine fuel_colors in header as extern, so veh_interact can use it.
removed magic number
Added ups mod description
Added ups description to item name
tabs to spaces
extended description
Additional check that item is a tool
Extract code from fold_and_print into separate function.
Print profession items, skills and addiction in one window.

Move addictions and skills into the items window, remove the addiction and skills window.
Put together the list of items, skills and addictions into a string buffer,
than word wrap that buffer,
than print the lines of it.