Revision 34B


 * FIXED: sudden lag when placing buildings or creating modules.
 * FIXED: civilization maps now computed correctly
 * added loading screen.
 * Q and E now rotate the camera left and right
 * SHIFT-Click now places multiple modules at once.
 * FIXED: soldiers now actually move to rally beacons
 * All work crew filters are disabled when a unit becomes conscripted. Filters are then reset to the default when conscripting a unit.
 * Ownership: objects can now be marked (internally) as being "owned" or "not owned" by a player ( or other group, i.e. bandits )
 * added sounds to airdrop crate
 * added Zzz particles to sleeping
 * renamed some modules to show clear progression of materials ( eg. stone oven -> iron oven )
 * added bamboo farming (for timber)
 * balance: immigration and favour events fire less often
 * FIXED: bamboo (in the wild) wasn't using "small" variation
 * FIXED: colonists no longer believe that raw coconuts are a cooked food
 * balance: removed starting naturalist (you must earn one via favour)
 * removed extra pouches from the Scientist models (with apologies to Rob Liefeld)
 * FIXED: starvation was checking a value 10x what it should have been
 * FIXED: typo in "Make Gunpowder" job
 * FIXED: we now check whether we are in the same connected component (or not) as items when using them to fill gameSimRequireGameObject requests (this helps fix the case where individual units go nuts not being able to get to materials)
 * FIXED: Doors now render 1OU above the building footprint as ghosts, so they won't clip through the building any more.
 * balance: added more timber to tropical biome
 * added module damage: after module is used some number of times it becomes damaged and requires repair using a random material used to build the module
 * soldiers do pushups
 * supply drop event will no longer inform you that you've requested zero items when you forgo a supply drop
 * starting supplies now drop from the sky (look out!)
 * balance: made animals less hungry on gamestart
 * balance: made colonists less hungry on gamestart (unless they're criminals)
 * dust particles effects made more dusty
 * FIXED: "forage due to starvation" job wasn't triggering