Removed portrait orientations from manifest to allow for screen rotation based on device orientation
Skill UI ability name and modifier now appear closer together and more vertically centred on their parent column
Set equal weights for point buy calculator row elements, preventing buttons from becoming over-scaled
Fixed whitespace issues
Added spinner layout with centered text
Fixed some whitespace
Used centered-text spinners for ability fields so values neatly align with columns
Used centred spinner for point buy race selection, to make spinner more obvious on large screens
Constrainted inventory item names to a single line (as second line is not displayed anyway)
Centered values in combat stat fields for better aesthetics
Inserted (or increased) padding to vertically align plus, minus and divide symbols with field values
Added screen-width dependent layouts specifying varying padding to replace plus and minus TextViews on chaaracter_combat_stats_fragment
Replaced plus and minus TextViews with inclusions of screen-width dependent versions with additional padding for larger screens to spaces the fields out
Added increased-spacing versions of a string resource for larger screenwidths so string matches the 'plus' TextViews on same fragment
Forced combat stats page to highlight EditText contents onFocus, for easier editing
Fluff appends text to empty buffer of edit dialogues, instead of setting that buffer, so that cursor moves to end of text instead of beginning
Added skill editor vertical padding to space out cramped elements
Fixed skill ability mod column gravity by enforcing vertical center gravity too
Set parcelableEditor spinners to programmatically use centered gravity; affects skill, armor, spell and weapon editor spinners
Added inventory editor vertical padding to space out elements
Set inventory editor elements to selectAllOnFocus for easier editing experience
Centered weight and quantity EditText values for inventory editor
Removed unnecessary vertical LinearLayout
Added padding around rows
Adjusted centering so that where labels and spinners meet is centered on screen (previously centered based on midpoint of longest row, which offset spinners too far right)
Set armour weight TextView to selectAllOnFocus