Revision 38C


 * FIXED: the invisible shadows of stacked objects will render after saving and loading a game
 * FIXED: construction costs for buildings do not increment after saving and loading a game
 * FIXED: cannot demolish buildings after saving and loading a game
 * FIXED: items occasionally turn blue
 * FIXED: crash bug when occasionally placing a module with SHIFT-CLICK mode
 * FIXED: memory leaks in events
 * mood icon now correctly displays character's mood in character info panel
 * added "morale" and "sanity" icons to character info panel
 * moved a bunch of container and stack code to C++ from Lua (perfomance should be improved)
 * containers and stacks can now be merged by characters
 * autosave now alternates between two files (stability improvement)
 * rewrote the code for handling jobs in assignments: we now actually store the jobs that are being done on an assignment on the assignment object, rather than just trying to add or subtract them. Consequently, this means that the bookkeeping of such jobs is accurate. The hope is that this fixes the bug where people will get stuck in an assignment, but we'll see. (At the very least, it should give us more information.)
 * music now fades out Discovery/Productivity Tracks at night (Battle, Tragedy and Insanity are still things that can happen at night.)
 * FIXED: "remove spoiled crops" now correctly given lower priority than "tend crops".
 * FIXED: Corpses still wanted to be buried even after they were chopped up & eaten
 * FIXED: hunger/tiredness values in gossip topic calculation
 * FIXED: error in upper class sympathy event
 * FIXED: errors in ministry investigation event tree
 * FIXED: long reload anim wasn't properly set on militia
 * fixed minor typo in a hunger memory
 * added "Suck up to superior" job
 * added "Cower inside" job
 * added "Sleep due to sadness" job
 * added "Drink due to sadness" job
 * fixed lots of memory icons
 * accepting criminal goods may trigger an investigation
 * "Doomed" characters now much more doomed
 * minor fixes to Vicar jobs

Fishpeople overhaul + new content (in-progress)

 * official policy toward fishpeople can be set in response to interaction events/crises
 * fishpeople now spawn in groups with goals/missions that they will attempt to fulfill (lots of infrastructure done for this)
 * fishpeople & colonists can interact in various peaceful ways if policy is friendly (note: this is far from feature complete)
 * colonists can attempt to non-violently intimidate fishpeople (and vice versa)
 * added fishpeople scout mission/event
 * added fishpeople beach patrol mission/event
 * added fishpeople friendly envoy mission/event
 * added fishpeople property destruction policy event
 * added fishpeople hassling crisis event
 * added fishpeople vandalism crisis event
 * added fishpeople assault crisis event
 * fishpeople combat logic improved
 * balance: replaced fishpeople in tropics w/ Deathwurms (note: deathwurm attack anim needs tweaking)
 * balance: boosted hp and aggressiveness of Deathwurms