Revision 36A


 * optimization: stop filling dependencies for things like stowing tools, fleeing from monsters, and other stuff that doesn't need to go into the dependency list
 * optimization: improved speed of time spent checking alarm queries
 * optimization: improved speed of time spent checking for hostiles
 * optimization: removed unnecessary matrix calcs from renderer backend
 * (basically a bunch of stuff is optimized)
 * colonists using a stockpile will now always prefer the closet stockpile square.
 * FIXED: game would crash sometimes when cancelling an assignment, cancelling jobs, and picking up a job that was cancelled on the same frame
 * balance: increased interrupt value of "repair module" and "gather building materials for repairing module"
 * balance: criminal favour gives random 1-3 criminals rather than always 3
 * balance: redcoats gives one fewer soldiers
 * FIXED: invite to cult said it was trying to form a new cult (+ made text description more informative)
 * balance: cloth bolts require two units of flax
 * balance TEST: doubled output of farms
 * added correct description to Chicha
 * cults: if a cult doesn't have a shrine and has >= 3 members, it should attempt to build a shrine
 * balance: made fishpeople less excited about attacking gabions
 * colonists will now be woken up by gunshots, melee fighting, and explosions based on distance from source rather than target
 * "embrace eldritch visions" now plays a variety of animations
 * added icon for bottle of rum
 * GAMEPLAY TEST: halved hunger/starvation time, doubled crop output
 * added descriptive text of madness level to charpanel
 * weighted downward "admire painting/fine machinery/implements of science" jobs
 * shortened tutorial tooltips (they were overflowing their bg)
 * medicinals have a chance to remove "cult_seed"
 * balance: doubled reload time for characters w/o military training
 * added website to title menu just because
 * IN PROGRESS: added a number of new events based on population and traits, as well as a fun bonus one for mining. Some of these are not ENTIRELY hooked up yet, so their indicated consequences may not actually happen
 * polished fox pack-hunting behaviour.
 * FIXED: chalkboards now have a 1x3 footprint.
 * added new sound effects to a lot of UI elements.
 * the macroscope is no longer backwards
 * FIXED: colonists inspired to start a cult already in a cult won't start a new cult
 * FIXED: modules not individually selectable after save/load
 * FIXED: modules sometimes not getting correct tooltips selected and still always displaying module costs
 * FIXED: modules not having correct bounding box set in object grid after save/load
 * FIXED: characters will just drop tools in any old stockpile