Revision 38A


 * Containers and stacking: stacks can now be created, and colonists will attempt to move things into stacks and then organize their stacks in stockpiles. Colonists will now also produce stacks of goods as the output of some workshop processes
 * FIXED: can demolish the same house multiple times
 * FIXED: removal of factions from UI now works
 * removed water vertical motion (for now, ominously)
 * UI: added highlight showing currently displayed faction to Factions Menu
 * FIXED: labourers in costume cannot be selected (that is to say, they can now be selected)
 * rewrote all friendship and rivalry-ship code to be stored in C++; added new requirements for checking if somebody is a friend or rival before doing something to them (enables lots of new (anti)social behaviours)
 * Characters now use walk animations appropriate to their mood
 * doubled output for cooked food based on farmed or foraged ingredients
 * tripled output for cooked food based on hunted ingredients
 * Brick making should actually make a bunch of bricks because wow, did we ever need a lot of them.
 * Fixed some memories not showing up correctly on bandits who converted to your colony
 * Day-night music transition will now start when the visual transition starts instead of when it ends
 * Fixed some capitalization issues (linux compatibility)
 * FIXED: Incredibly generous bandits have been taught how to be greedy and will no longer give you their stuff every 8 seconds
 * Added several new social jobs that allow characters to interact with each other (slap someone else, hug, etc)
 * surface mining jobs are now one job rather than two
 * FIXED error in "bandit wants to join colony"
 * FIXED some broken cult behaviour
 * added first iteration of a new hunger system aka "the cascading cannibalism decision tree"