Define basic trade-goods.plist reader
Fix obvious errors in economic bias calculator, add initial trade-goods plist
Fix typos, memory management, formulae
Start replacing commodity types to use new data structures

(This won't compile, and probably will stay that way for a few commits)
Finally compiles again...

(Doesn't work yet in all sorts of ways, of course)
Game now loads again

Station and player commodities preserved over load/save properly

System market actually used for the main station now
A few more adjustments - cargo contracts now (mostly?) work again

New JS method
systemInfo.samplePrice(commodity)
 - get a sample price for a trade good in an arbitrary system
Saves changing oolite-contracts-cargo for every change in the algorithm
Sort trade goods list back to traditional ordering
Set up some commodity classes

More than we need for the rock hermits, but should give OXPers a bit of flexibility
Remove old files
Basic support for secondary markets, first draft of rock hermit
Make station markets defined on first update if not before

...okay, I think this branch is now (inevitable bugs aside) back to
providing about the same core functionality as it did before I started
poking at it. Onwards...
Legality and capacity adjustments

 - capacity can now be set per-station per-good
 - import and export legality per station
 - market_monitored = no; shortcut to make all goods legal
Start on scrolling F8 screen

Works okay with keyboard - needs more work with mouse
Change market scrolling so it works with mouse and keyboard, and in space
Silence a compiler warning.
Initial implementation of commodity scripts
Fix some market inconsistencies
Use constant
Use canonical commodity name in nova mission