Revision 36B


 * OPTIMIZATION: Rewrote all code for handling of static props to use flat arrays for cache efficiency
 * Added line placer for clicking and dragging out gabions and other rows of elements
 * FIXED: zone decals (farms, graveyards, roads, ???) now correctly render in screen space as volumetric decals, fixing the notorious "this farm is drawing incorrectly" error
 * FIXED: people already in cults will no longer try to start even more cults even if inspired to do so
 * fixed cloth production! (and flax straw icon in the make cloth job)
 * cults will really build shrines again.
 * cults will select their most hardcore member to be a new leader if their old leader dies
 * a cult will end if all members are dead
 * made fishguns unusable by humans (because they're terrible)
 * allowing too many cult shrines to be built may trigger an investigation
 * cultists will attempt to worship at cult shrines each night
 * non-cultists witnessing cult worship will become upset
 * cultists witnessing cult worship will become happy
 * colonist's religion description string will update if they join a cult (as minion or leader)
 * occult murder re-activated
 * occult murderers won't flee from justice (they serve a higher law)
 * eldritch transformations re-activated (in two flavours)
 * cultists will be angered if their shrine is destroyed (by any means)
 * shrines know what cult built them now
 * shrines can be destroyed by damage sources
 * too many cult shrines may trigger ministry investigation
 * soldiers will destroy cult shrines if policy is set to persecute cults
 * fixed mispelling of "fibrous" in Flax Straw description
 * made cultists irrationally happy if they do cult things
 * cults will request permission to build a shrine, allowing player to set cult policy (or not)
 * added more character names
 * added "how to use a workshop" contextual tutorial
 * FIXED: non-firing events will now fire (the ones we want firing, anyway)
 * FIXED: events w/o consequences (ie. many new memories made in response to player decisions)
 * FIXED: macroscope alignment
 * Added middle-class character skills:
 * resource collection
 * carpentry
 * smithing,
 * cooking
 * science
 * farming
 * construction & repair
 * skill-up system implemented on everything (but job time reduction based on skill not yet fully implemented - it's on workshop jobs, resource collection, and construction & repair so far.)
 * added feedback for building demolition orders (clicking the button now closes the UI, reopening it shows an alert that it's slated for removal)