Revision 37C

UI

 * added job progress bars!
 * added Factions window!
 * FIXED: slowdown in jobs menu with lots of gabion jobs
 * workshop button removed from work crew job filters.
 * FIXED: pumpkin and cabbage stew icons! And yellowcup fungus bushel. And fixed some incorrect smelter icons.
 * added morale feedback to character panel (as it pertains to not fleeing from combat)
 * FIXED: starvation floaty icon will not remain over dead people
 * FIXED some module icon errors (which may have been breaking the ticker)
 * FIXED musket ingredients display
 * removing a farm now closes its control window if it was open
 * memories now use specified iconSkin strings (more icons possible for memories; this will also fix some problems with invisible memories)
 * added new Daniel Nametag Zoom System

Engine/Renderer

 * added flag to executable that should (hopefully) automatically select NVIDIA cards on Multi GPU (Optimus) laptops
 * FIXED: invisible soldiers
 * FIXED: colonists ending up with 2, 3, 4 or more guns fused onto their hands
 * FIXED: beacon/gabion/etc. placers now show up again

Jobs

 * work crew job filters now automatically flipped to "off" when a work crew is assigned to a workshop (except hauling). They can be manually re-enabled to allow work crews to work outside the workshop.
 * Naturalists will go to any explore beacons, no matter how far away they are
 * added Vicar job to deprogram cult members
 * gossip can no longer be interrupted for more gossip (should fix some of the weird socialization pileups)
 * butchering fishpeople creeps out most colonists
 * FIXED drop tool job can be interrupted
 * FIXED issues w/ gabion dismantling (and gabion construction & deconstruction now uses construction skill)
 * tools can now be despawned in-place via Magical Stowing rather than requiring walking to a drop position and performing full animation
 * farming: tweaked values for prioritizing the maintenance of existing plants over planting of new ones and removal of dead ones.
 * FIXED: issue in civilization calculation that caused erratic "return to civilization" behaviors

Events/Cults/Bandits

 * added various means for cultists to decide to leave their cult
 * cleaned up cult leader death & selection (will end cult if no one is maddened enough to lead)
 * added event for bandit to defect to player's colony
 * new event: Hale and Hearty colonist overcomes affliction
 * new prestige favour: Food shipment
 * new event: Gain rewards for hitting certain population levels
 * added even to give 1 prestige a day for surviving
 * new event: doing paperwork reveals extra supplies that weren't recorded!
 * new event: commoners feel understood by sympathetic aristocrat
 * added music cues to events and nighttime

???

 * FIXED: Everyone now has a clear understanding of who owns what meat
 * sight radius is lowered at night
 * Naturalists get increased sight radius
 * added airship signalling mast to control airdrop position (only for supply drop right now)
 * added more character names
 * characters can have origin stories related to their traits and/or class (and added many new possibilities)
 * added dress version of "freak out" animation
 * people can tell what class of bed they are sleeping in, and have different memories depending on the quality of bed relative to their social class