Blanket coverage, suitcase warmth fix
Fix
Weight fix for some liquid
Batch crafting time fix for human jerky.

To make it match normal jerky.
Jam charges fix

Reasonable, considering jam_fruit and nutrition-wise.
Cleaned up iteration and switched to unordered_map in creature tracker.
Overhaul player::sees() to make less redundant checks for things.
Look up per-square transparency in the light cache always.
Salty fishes too!
Merge pull request #9930 from Rivet-the-Zombie/batch-fix

Batch crafting time fix for salted fish and human jerky.
Minor recipe tweak.

Adds rhubarb as a possible ingredient in dried fruit.
Adds rhubarb to spring forage list.

Since it grows wild all over the continental USA.
Merge pull request #9933 from Rivet-the-Zombie/tweak

Some love for rhubarb. ~ no features/strings
A few fermentation tweaks.

Pine and dandelion wine fermentation time has been reduced because
previous times were excessive.
powersource check should check for stored energy, not for power capacity.
Remove pointless checking for active armor item:

This iuse function is only called upon explicit invocation by the user, if the item is already active, it must be deactivated, that should always be possible.
player::process_active_items takes care of the de-powering and the respective message.
Suitcases armor fix
Fix loading materials of artifacts array.

The member is named "materials", with a lowercase 's' at the end (probably meant to be plural).
See the serialize function.

Sorry, the original materials are lost forever, let's just say they transformed into a mysterious undefinable something.
Fix inventory ui display glitches:

Happen probably only on narrow screens:
On minimal screen wide (80), the first and second column were 40 characters wide, but the additional space between them made the whole line 81 characters wide, which is too wide and the last character goes on the next line.

Also restrict the third column to be at least 0 characters wide, this prevents that column from being drawn at all.
Fix mutation key bindings: action ident is TOGGLE_EXAMINE

If you don't believe it, look at json/raw/keybindings.json.

True story: it's already wrong in the bionics window, but only the ident of the action is wrong (TOOGLE instead of TOGGLE).
The displayed name however is correct: "Toggle activate/examine" - but who cares?