Core/Player:

* Removed old cataclysm talent system handling and ported shauren's implementation from tc 4.x repo.
* Dropped mastery support from core.

This was needed in order to achieve a higher goal, the non-hacky mastery system from shauren, wich is clean, easy to understand, and follow tc programming standards.
Core/Spells: Revamped mastery handling, now using shauren's patch for TC 4.x.

Now instead of that maze of lolhackscripts we just need to script (the ones that need scripting ofc) the mastery spells using the current spell/aurascripting interface.
Merge branch 'master' of github.com:ProjectSkyfire/SkyFireEMU
Core/Spells: Fixed a small derpiness on my last commit, and removed the wrong implementation of blood shield that was causing a compile errors, gonna porperly implement it *soon-ish*
Core/Spells: Fixed a crash from the last commits.
Le typo fixes.
Core/MMAPS: Some updates from venugh's repo.
Le tabs.
Core/Pets: Pulled a commit from tc that fixes a server crash when:

* Logging in with a dead pet.
* Using 'call stabled pet'.
* Using 'call pet' on dead pets.
Core/Powers: Fixed cataclysm's rune cooldown system for DKS's. Patch by shauren.

PS: Yes, the code on both SpellStart and SpellGo handlers is intended.
Fixed an opcode
Fixed alignment after opcode fix
thanks LordJZ for catching that.

Signed-off-by: Bootz <bootz@projectskyfire.org>
Core/MMaps: Re-adjusted a few lines. from commit 186bd0008275f8e5fc65991bcd78285815ef2e82

- Corrections to: rc.MarkBoxArea & some slight adjustments for rc.MarkConvexPolyArea.
- Corrections to: pathfinder.MovGen slight fix in calcTileLoc.
Tabs and trimmed TWS. from last commit
Core/MMAPS:

* Changed DETOUR return status codes.
* Fix bug which caused dtPolyRef overflow problems and crashes.
* Fixed mem leak in NavMesh loading code.
       - VLD.Leak: Instance/bg maps were being loaded, but only base maps were unloading.
       - Use loading for only base Continent type maps.
       - Since we do not have Specific mapdata needed implemented in yet.
* Little cleanup (tabs & TWS)
* Remove unused code

ToDo:
- Correctly fix and implement cs_pathfinding.cpp
- Fix the debugging for movemapping.
- implement Correct mapsId's for transports/bgs/bfs/instances etc.
- Do some catching up with recastnavigation, and further update some of our own added code.
- work on getting the mem usage of this system lower and more managible...
- Since FastMM is not an option with our current core setup, and *nix builds...
- another solution is being benchmarked and fit for whole core use.
Core/Pets: made adjustments for pet talents.

core/Spells: properly adjusted Sated spells.
Clean-up: Trimmed trailing spaces, Tabs, and adjusted CRLF.
Core: Fix combat log.

Note: retail servers use SMSG_COMBAT_LOG_MULTIPLE to deal with
combat logs, be it 1 log or more. For now, it's easier to find the correct
values for the SpellLogType enum since they are hardcoded, than to find
the special opcodes for each of the combat log types.
All log types not listed in SpellLogType enum need the proper opcode to be
found, since that's the total number of combat log types handled in
SMSG_COMBAT_LOG_MULTIPLE.

Note 2: at present time, the core doesn't support multiple combat log lines
wherever SMSG_COMBAT_LOG_MULTIPLE is used. The alternative would be to
store a variable with all the combat log lines into each unit and send it
between unit updates. I personally don't like to handle it this way due to
increased memory usage and no real benefit, not that i can see at least.
Core/Dep: fixed a crash in leafnode (rc.DetourQuery)
Core/Logs: Update Creature Equipment Logging From My Logging System.