Hopefully this is a better temporary ending!
Through arm guards

On to the longcoats.  Huzzah!
Through fur coats

Committing to create a break-point should folks not want the Super Fancy
fur coat.  (You could buy a cheap house for the price of that thing!)
SF fur coat

Because having seen an Italian sable coat available for $77K, the only
thing to do was to put it in the game.  We need more SUPER_FANCY stuff
anyway.

Spawns rarely in Mansion art collections and pawnshops.
Through light jacket

Resisted the temptation to put in the alligator-skin leather trenchcoat.
No $115K Super Fancy longcoat today.
Fixes advanced inventory move
Code cleanup
Loop tweak
Fix ported to vehicles
Bail out of trap-disarming at diff 99

Basically, if it's impossible to disarm the trap, tell the player as
much and return, rather than splashing lava, sticking your head in the
pit, etc.

Fixes #7757.
Tool quality fix for toolbox.
Un-mods medieval weapons.

This puts them back in the main game jsons, and uses the much simpler
blacklist system to remove them from the game.
Un-mods antique firearms.

Same as with the swords 'n' such, this uses the blacklisty to accomplish
the same effect as the hacky old default-on mod.
Hand-loading integration.
Circular saw fix
Punctuation fix.
Fix CMake unable to locate Lua
player::add_bionic: avoid using hotkeys that are already used for bionics
Only let attacks bounce to monsters when there is a clear path of sight
prevent crash when firing from an empty monsters-around list.