Added shallow and deep salt water tiles. The goal is to eventually make so that swamps have a chance to have brackish/salty water. But I can't for the life of me figure out where in the code the swamp tiles are actually placed.
Random restyling.
Add accessors and setters for monster type flags to support manipulating monster types from mods.
Add a mod that strips the revive flags from zombies.
Thanks Bevad! So swamps now spawn with a mix of salt and freshwater tiles.
Maintenance In Progress

-Ursine's still a pain and a half to breach, but we're getting there.
-Fixes the BENDY3 name duplication.
-THRESH_URSINE now removes Carnivore, and satisfies the prereq for the
PRED line.
-Makes Alpha more expensive in the bargain as folks are complaining
about that.
Remove reference to ssize_t in player_activity.cpp

This should now be the correct check. The index is used as parameter to the operator[] functions which expects a size_t value-
This conversion is done automatically, like "str_values[(size_t)index]". Therefor one has to check for "(size_t)index < size()".
Replace format %zu with %d in mk_artifact_id

This should work on all supported platforms, as the %d format is used all over the program.
fix popcorn quantities
undo extra files
Merge pull request #7375 from bug-sniper/fix_salted_popcorn

fix popcorn quantities
Merge branch 'master' of https://github.com/CleverRaven/Cataclysm-DDA into MutationTweaks
fix build
Merge branch 'fixbuild' of https://github.com/lucianposton/Cataclysm-DDA into lucianposton-fixbuild
Update recipes.json
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t
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Reformat and trim trailing seperators from pharmacy definitions.
Add start_location to the list of json entities that have their name strings automatically extracted.
Refresh .pot