re-add rename action to vehicle interaction
Better names to various QUIT keybindings
Fix keybinding names collisions

Keybindings in different contexts with identical action IDs were misbehaving.

An single ID -> name map was used to hold names for all actions across all
contexts. This caused incorrect names to appear in keybindings menus e.g.
"Remove bionics" would show up in the vehicle keybindings menu where one would
expect "Remove part".

This patch moves actions' names from the ID -> name map to the action_contexts
object.
Merge remote-tracking branch 'upstream/master' into keys

Conflicts:
	src/input.cpp
	src/input.h
only load action name when it is present
add action_name_overrides
Differentiate the two "Select" hotkeys. Remove unused "Select" hotkey
Don't load action names from user config. Better fallback action name
Fix hotkey conflict detection
Remove unnecessary QUIT action in overmap context
fix up to-hit values of some weapons, tools, and clothes that can be used as weapons
requested fixes
I think if manhole covers can sustain themselves after being run over by trucks all the time, they are very durable. Giving them the durable flag.
more requested changes
Prompt to clear hotkey conflicts
Merge branch 'keys' into better_construction_input
Add input_context API to get non-conflicting keyboard keys

Several interfaces make use of dynamic hotkeys e.g. assigning hotkeys to
inventory items. These dynamic hotkeys can conflict with action keybindings in
the current input_context. To address this, an API is added to input_context
to generate a list of keys suitable for use as dynamic hotkeys.
fix comma
Be backwards compatible with prior versions of keybindings.json
Fix user-created local hotkeys

If a user creates a local hotkey, the default hotkey becomes inaccessible in
that input context.

This patch will remove user-created local hotkeys when the keybinding is
removed so that the user can return to the hotkeys in the default context.