low coverage == less warmth, got it
Random scenarios
Merge pull request #9694 from John-Candlebury/smoking-smoke

Changes to cigarrete smoke
change SUPER_FANCY to just FANCY
Merge branch 'items' of https://github.com/pouar/Cataclysm-DDA into clothes
Add basic pontoon bridge terrain type
Add construction for pontoon bridge

Numbers can be tweaked certainly.
Merge remote-tracking branch 'dda/pr/7805' into dda-master

* dda/pr/7805: (25 commits)
  Merge upstream and fix a mistake in the default constructor. I should have not have been inserting "null" into the materials vector during default new itype.
  Begin offload of salvage code logic from outside of items to inside of items.
  Remove m1 and m2 material members from item types. Many dynamic items in game have one material, add a constructor for single material items. Artifacts serialize their materials correctly and json loading code will handle legacy m1 and m2 json members correctly.
  Switch to std::vector for materials. Makes more sense.
  More removal of m1 and m2 usages. m1 and m2 were convenient and fast, although if we really want n number of materials possible for elements, we'll need something more convenient (maybe stick with list, maybe switch over to vector).
  Add salvage_id and salvage_multiplier to material type.
  The main purpose of this checkin is to get rid of calls to get_material() as well as the function definition.
  Removing calls to get_material() as we are trying to make numeric refereces to materials not needed.
  Return a set of material types since it's such a common operation.
  Moving towards materials as a collection (it's a set right now and I'm thinking it might need to be switched to a vector). Removing references to members m1 and m2 where not necessary and usage of get_material().
  Add materials as a set. Load from disk. Does not remove previous usages of m1 and m2. Does not replace the weird *mtype corpse that is part of the item.
  Nuked a comment that was bothering me because it's out of date.
  I think practice signature change. I like this function signature better.
  I'm not really picky about style (except tabs, don't like tabs).
  Looking for schroedinger's cat. Instead found schroedinger's boots.
  Bindles, no longer acting like the bag of holding for rags when one makes and then cuts it up.
  Taking care of oddball recipe. Making/salvaging leather jackets no longer prevents the heat death of the universe.
  Add a tiny amount of entropy.
  Always show the cauterize choice in the `a`pply knife menu.
  Handle sets of material vs. just returning one material.
  ...

Conflicts:
	data/json/items/melee.json
	data/json/recipes/recipes.json
	src/artifact.cpp
	src/item.cpp
	src/item.h
	src/item_factory.cpp
	src/itype.h
	src/itypedef.cpp
	src/iuse.cpp
	src/iuse.h
	src/material.h
	src/player.cpp
	src/uistate.h
	src/vehicle.cpp
Fix cut up logic to only accept items where ALL materials can be cut up.
Silently discard none material when an item has another material.
Merge branch 'wacky-fun-branch' into dda-master
Proofreading and spawn tweaks

Makes the halter top a bit less common and cleans up some descriptions.
Add tool_comp::by_charges to test whether tool requirements are for charges or for amount.

This only applies to tools, e.g. one welder (amount) vs. 100 charges of welder (100 batteries in the welder).

Components (items) always refer to an "amount", whether that amount is checked with has_amount or has_charges depends on the item being counted by charges or amount, not on the required number.
Therefor use std::abs for item_count::count (to handle negative values the same way as positives).
The actual required count (including batch factor) is calculated before decision of check of count_by_charges.
Fix welding rig requirements check:

forward the check to the item_comp and tool_comp classes, they know how to handle this.
Actual fix is to check for tools by count all the time (negative value as count).

Note: tool_comp::has calls inventory::has_tools
Note: item_comp::has calls inventory::has_charges or inventory::has_components
Fix quote

Whoops!
Loading items from old saves checks for items counted by charges that have no charges and repairs them.
Added shallow and deep version of pontoon bridge
Maybe add a separate pontoon_dp

Rather than forgetting to copy it and just changing it to pontoon_sh
Separate constructions for deep and shallow
Rip out unused LUA bindings for material type.