Tons of bugfixes and QoL features
Bugs:
* donating goods for a quest would not immediately update the inventory view of a selected ship.
* tiny visual bug with the lava in the tar-pit flickering.
* pops would not be correctly shown in their respective dwellings.
* the consumption rate displayed in the trader hall was wrong
* after opening the quick convoy window, you could deselect the ship, or select a new one, and the window would still be open
* the window displaying multiple ships on the same tile would still be shown when entering a city / switching to city view
* you could teleport goods between cities using some convoy tricks
* it was possible to send a ship to a different town as part of a convoy, open the quick join convoy window from a second ship, advance time until the first ship reached the city, and then teleport the second ship there
* the list of saves would be ordered alphabetically and not by save time, in the new save window.
* the transfer button would still be clickable when your convoy apparently had enough space to hold a crate or barrel but in fact that space was distributed between ships and none of the ships could individually hold the barrel / crate.
* if a ship from a convoy was being repaired after the convoy had been given orders to move OR the ship was already being repaired at the time of adding it to a convoy, the convoy would leave and the ship would still be repaired at sea. Same happened for automated trade routes where some ships were being repaired after the automated route started
* you could apply an upgrade to a ship that already owned it
QoL
* you can now instruct convoys to repair automatically on their next stop when any of the ships in the convoy has less than 50% durability
* slightly decreased chances of ships taking durability hits while at sea following further playtesting
* added a new portrait color variant to be used in the quest that notifies you about new businesses having finished construction
* changed the way using the escape key works:
* if there are windows open that would also close when you open a new window, pressing escape key will now close them. Example: trading, building, business list, ships list, vast majority of windows.
* if there are only windows that would NOT close when you open a new window (minimap, scratchboard, in-world details for a business window) then these windows DON'T close, instead the menu is opened.
* changed the way city detection is done in the Busy Bee campaign. Now you only need your ship to visit a city for it to be recorded as visited
