merging old stuff that I don't remember
I'm working on turning the bones into named tuples. It's partway working.

Why am I doing this?
Fixed table to work with new bones
simple travel seems to be working again
branches work again
Now the Bones aren't buried in one Skeleton apiece.
The lowest levels of the Skeleton were not handling None correctly. Now they are better.
First swing at type checking the *contents* of the Bone. Eventually this should let me pack Bone into a series of bytes, and then turn the lowest levels of Skeleton into arrays, for speed.
Well, it runs, but the newstyle Bone causes trouble looking up where Pawns are
Pawns visible and clothed once more.

It is now possible for Bones to have null fields even if the database doesn't allow this. It has the effect of letting that bone select from the database without specifying that field.
Looks like I can pack and unpack bones to'n'from byte strings. Yay
Put the strings back into Unicode after unpacking them.
swatchboxes are better
GUI for creating new Things from the world map.

This will not be the only way to create new Things. When a Thing is not supposed to show up on the world map, you create it from inside the Place view, not yet implemented.
Remove that funky LiSEStyle class and just use lise.kv for all the color and font stuff.
Reorganized so that you could reasonably call this a Python module now.
It was easier to choose the font file in Python than in kv.

Also, card.py was based on terribly outdated architecture.
It's still kind of ugly, but the picker for the pawn sprites has some ability to make your options make sense.
Pixel City graphics, courtesy pixel32 of opengameart.org
Preparing to implement a way to use those pixel-city tiles effectively.

You'll be able to stack them on top of one another like Lego, and still have them behave as one.