dev tools, tweaks and fix for #123

- updated the GUI so it's more intelligent and figures out if it needs
to modify the graphics pack files without an arbitrary setting. since we
can't trust the human, no we certainly cannot.

- added a new development tab to the ribbon (only available when the
debugger is attached) to run tests and export the settings)
Merge pull request #124 from splintermind/gold

Settings GUI update - dev tools, tweaks and fix for #123
Make rabies configurable
Merge branch 'new-features' into gold
test for removing file names

changes things so that all the raw files are read into memory and
searched through to figure out which options modify what files. this
removes the reliance on managing the file names for each option.
continued work to remove filenames

- caravan/invasion settings are broken, they need specific tags to work
- added in all the graphic pack files, this slows things considerably
(~17s load time)
removing filenames

the loading time is down to ~6.5 seconds, which is a significant
improvement. some of the civ options are still broken as they require
tags in the raws to make each option unique.

if the graphic pack raws are combined as discussed (multiple lines for
tile changes) then things can only improve as it'll be ~400 less files
that have to be read! in the interim, it may be better to add a splash
screen while the initial load happens.
Import Warlocks v.04 (beta)
splash screen and json export

- added a splash screen with the masterwork logo, as it's still a bit
slow to load due to all the additional graphic pack files. once the raws
are merged the performance should improve.
- changed the output of the option export to JSON format (could use
another set of eyes on this one)
Add Warlocks beta5 from Meph
Import Warlocks Beta 6 from Meph
Masterwork 4h release.
Merge branch 'upstream' into gold_4h

Conflict resolutions:

* Used settings program from 4h
* Used DiggingInvaders config from #106 (@splintermind)
* Retained use of [ and ] to zoom in and out.
* Used 4h spawn.lua
* Used 4h !NOGEMSHAPE! for entity_dwarf_evil.txt
    * Although they seem to have `[GEM_SHAPE:OVAL_CABOCHON]` enabled always,
      which is probably a bug.
* Used 4h Orc descriptions (Taiga Orc -> Orc)

Releases merged:

* upstream:
  Masterwork 4h release.
  Import Warlocks Beta 6 from Meph
  Add Warlocks beta5 from Meph
  Import Warlocks v.04 (beta)
  Import Warlock v0.3 alpha from Meph
  Import Warlock v0.2 alpha from Meph
  Import Warlock v0.1 alpha from Meph

Conflicts:
	Dwarf Fortress/data/init/interface.txt
	Dwarf Fortress/dfhack.init
	Dwarf Fortress/hack/scripts/spawn.lua
	Dwarf Fortress/raw/objects/creature_orcfort_taigaorc.txt
	Dwarf Fortress/raw/objects/entity_dwarf_evil.txt
	Masterwork Dwarf Fortress.exe
Merge branch 'orc_rebalance' into gold_4h

Changes from 4h:

* Gnomes drop scalps when butchered

Changes now merged:

* orc_rebalance: (59 commits)
  Add missing boneforge screenshot. #fixup
  Updated orc manual (Wiki version: 0f9d452)
  Orcfort: Add Boneforge smelter
  Orcfort: Added missing reactins to kitchen.
  Fixup: Removed SMELT_metal reactions from last commit.
  Orcfort: Added many missing reactions for ore-processor products to smelter.
  Orcfort: The Orcish molten pit now doubles as a slag pit.
  Orcs now have comprable boneyard products to dwarves.
  Fixup: Orcs no longer playable but not enabled. #dev
  Orcfort: Updated manual from wiki. #dev #docs
  Updated Orc Fortress manual from wiki. #dev #manual
  Orcfort: Manual is now autogenerated from the Orc Manual Wiki
  Orcfort: Overhauled manual for new Orc Fortress Rebalanced!
  Orcfort: Ironbone and bloodsteel are now made at the totem pole. #98
  Disable orcs by default after orc_rebalance merge. #dev
  Orcfort: All sentient races now drop scalps.
  Orcfort: Making ironbone and bloodsteel now uses bonecarving labour.
  Orcfort: Orichalcum rebalanced.
  Orc manual: Better text on orc honour by the amazing fasquadron!
  Orcfort: Fix 'corsairs arms' reaction. GH #62
  ...

Conflicts:
	Dwarf Fortress/raw/objects/creature_gnome.txt
	Dwarf Fortress/raw/objects/creature_orcfort.txt
	Dwarf Fortress/raw/objects/entity_orcfort_taigaorc.txt
	Dwarf Fortress/raw/objects/inorganic_stone_mineral.txt
	Dwarf Fortress/raw/objects/material_template_orcfort.txt
	Dwarf Fortress/raw/objects/plant_fake.txt
	MasterworkDwarfFortress/orcfort_repository/credits.html
	MasterworkDwarfFortress/orcfort_repository/home.html
maint-bin: Added tidy-release to tidy up junk files. #dev
Fix for Issue #128 - ash from blocks takes logs

Ash from blocks in smelter now actually uses blocks instead of logs
(cherry picked from commit 84c1eae8de6891847dc54011ecb52e065b061c27)
Added soap making without lye in chemist.

Squashed from patches in #127. Closes #96

(cherry picked from commit 1c2220fea6e054664deb00e79e4120520c4dadc5)
(cherry picked from commit 6c7e9be9f7d05b4d7658615fdcae0aef8a7a846f)
(cherry picked from commit adb760f9537a019109a86e2153232215c5627df5)
Add palu to contributors file. #dev
Updated orc manual from wiki.
cleanup, optimization and readability

- removed old code
- the raw loading now only loads raw files, which gained another ~0.5
seconds in load time
- updated the JSON exporting for readability
- when changing tilesets the prompt now states that saved games are not
altered