Sort part list when inspecting vehicle.
Halve all armour values

This seems like a good start. At least now when I put on light survivour gear and stand 1 tile away from a turret, I actually die after getting shot a dozen times.
Add note about loading 9mm turrets

Exactly what it says on the label affixed to all turrets.
Update layering

Make layering penalties consistent with master branch for testing purposes.
bugfix

I HATE SEMICOLONS
Change trap detection mechanics

Halved perception's influence on trap detection, and added trapping skill into the calculation. Now you'll have to be both perceptive and skilled at traps to notice traps.

I always disliked how you absolutely had to have at least 10 perception if you wanted to be able to see land mines. Now you can make up for lower perception with more trapping skill; you can now see landmines at 10 per and 5 trapping skill, 8 per and 6 trapping skill, 6 per and 7 trapping skill, etc.
bugfixes

It actually works now
remove needless inclusion
use player::recalc_hp to calculate maximal HP in newcharacter.cpp

fix scrolling out of range in the character creation stats tab
Add check for empty default ammo type when spawning matching ammo for guns
call remove_ammo before removing the cut up item.

this gives back all the ammo and the gun mods and contents of the item before it is destroyed.

added a player parameter to remove_ammo functions
fix warning ins newcharachter.cpp

Also replace itypes[] with item_controller->find_template
And use itype::nname(1) instead of itype::name
rename json member "heal" to "healthy" for item types
Use max HP to initialize current HP after character generation.
rename json member "enviromental_protection" to "environmental_protection"
bug fixes to remove_ammo:

remove contents of item in all cases, not just when it is a container.
call game::handle_liquid only when called for the actual player, not when called for NPCs
Fixed keg volume calculation on non-charge liquids (such as water).

Previously charge liquids (such as wine) would calculate correctly
(volume_per_item * charges / charges_per_item) but non-charge liquids
would calculate as (volume_per_item * charges * charges).

A keg containing only the contents of a plastic bottle (capacity 2)
completely filled with fruit wine (volume 2, charges_per_item 7) would
correctly have a usage of 4, while one containing only the contents of
a gallon jug (capacity 15) would correctly have a usage of 30.

Without this fix, a keg filled with a plastic bottle of water would
incorrectly have a usage of 8 (2x the correct value) and a keg filled
with a gallon jug of water would incorrectly have a usage of 450 (15x
the correct value).
More price fixes.
Merge remote-tracking branches 'dda/pr/7782', 'dda/pr/7787', 'dda/pr/7788', 'dda/pr/7789', 'dda/pr/7790' and 'dda/pr/7792' into dda-master

* dda/pr/7782:
  Add note about loading 9mm turrets

* dda/pr/7787:
  rename json member "enviromental_protection" to "environmental_protection"
  rename json member "heal" to "healthy" for item types

* dda/pr/7788:
  Use max HP to initialize current HP after character generation.
  fix warning ins newcharachter.cpp
  use player::recalc_hp to calculate maximal HP in newcharacter.cpp

* dda/pr/7789:
  Add check for empty default ammo type when spawning matching ammo for guns

* dda/pr/7790:
  bug fixes to remove_ammo:
  call remove_ammo before removing the cut up item.

* dda/pr/7792:
  Fixed keg volume calculation on non-charge liquids (such as water).
Merge pull request #7793 from Rivet-the-Zombie/more-price-fixes

More price fixes.