Mark highest damage type as used regardless of damage magnitude so you always practice something when attacking in melee.
closest_points_first goes clockwise not counterclockwise.
Added a general +1 movementcost for diagonals.
Spacing fixes for containers.json.
Fix double-slam

Looks like the failure-to-judo slam was getting applied even after the
primary slam.  Unfortunately, that's not intended, so nerfing my girls
and boys.

Will buff in due course: thinking the occasional finger-laser guiding a
bolt?
Fix display bug

When showing the first item in the view item list and that item is directly to the northwest of the player, the cursor would not be printed there.
When shifting update map::traplocs

When shifting the map the coordinates of the traps change (as they are relative to the map origin).
They must be updated, just as the submap coordinates of the vehicles must.
Also: return a reference to the traplocation set instead of copying it. For performance.
Removed newlines.
Merge pull request #8239 from Rivet-the-Zombie/containers

Spacing fixes for containers.json.
Merge branch 'astar-fix' of https://github.com/OzoneH3/Cataclysm-DDA into merge
Merge branch 'melee-practice' of https://github.com/kevingranade/Cataclysm-DDA into merge
Merge remote-tracking branches 'dda/pr/8240' and 'dda/pr/8241' into dda-master

* dda/pr/8240:
  Fix double-slam

* dda/pr/8241:
  When shifting update map::traplocs
  Fix display bug
Move realDebugmsg debugmsg to debug.{cpp,h}

Make the blood type function the Creature class pure virtual as they
should be and to avoid the debug message there.

And remove the output to a file, instead add output to DebugLog.
astyle debug.h and debug.cpp
Allways call setupDebug from main and let that function figure out if it's enabled at all.

Moved includes to the top of the file.

Added some comments and documentation.

Added explicit deinitializing of the debug system.

Debug messages of the level D_ERROR or of the class D_MAIN (those
originate from realDebugmsg) are always logged.

Setup different default debug levels based on debug/release build.

remove the check for ENABLE_LOGGING, logging is always enabled.
Add SDL as debug class and add proper debug levels to DebugLog in sdltiles.cpp

Omit the newline at the end of a debug message. The debug stream will
add it on its own.
Apply formatting: space behind '(' and before ')'.
The macro dbg automatically adds the cpp file and line, adding the function name to the debug message is not needed.
Also removed some pointless calls to std::string::c_str, the debug stream can handle std::string just fine.
SDL: check results of SDL functions for errors and report them.

Added the fontlist path to the debug output so the user knows where to look.

Removed SDL_Init(SDL_INIT_AUDIO) as the AUDIO flag is included in the first call of SDL_Init.
Removed the error logging that InitSDL or WinCreate failed. Both function already log the error when they return false.

Added error reporting during loading of tileset, done by throwing.

Made several functions that load tiles report their errors by throwing std::string.
Delegate some of that to the Json class (when the json data is invalid).
Add some documentation about what's thrown.
cata_tiles::reinit: call init after clearing instead of duplicating its code.
options.cpp: reinit tiles from the same folder as it was initialized in sdltiles.cpp during start.
Shifted the include into the main part, no need to include the file if tiles are not enabled at all.

Added reporting of SDL errors in cata_tiles with DebugLog.

All errors are logged, but do not throw, throwing is only done during loading of the tileset.
Also erase a compiler warning about missing switch-case.
Make sure loading color data in SDL reports errors

Use a global std::array to store the required color names as they have to be present in the json data.
Let the JsonIn object do the input checking (check for object when object is requested, ...).
Catch any errors from json loading and write them to the debug log.
Use loops instead of explicitly listing.
Macros are bad, transformed ccolor into a function.
Several checks for accessing map contents etc.
Applied astyle
Added some documentation.

The whole color loading code is duplicated (with only minor differences) in wincurse.cpp
Add debug system documentation.

Remove dout, replace with the better named DebugLog.
made the parameters to DebugLog mandatory, because DL_ALL and DC_ALL is usually not the best value.

DynamicDataLoader::load_data_from_path: removed debug output of caught string, it is throw again and handled by the caller.