- added EnergyTurret class and some basic code
- modified Notify_OnDamageMessage to be up to date with Crucible client
Merge branch 'master' of https://github.com/evemuproject/evemu_server
added cru16 to ignore
Updated Spawn() methods for NPC and Ship classes such that third parameter for SetAttribute() is set to true, indicating to those calls that when one of these objects is spawned for the first time, all attributes are set in both the regular and default attribute maps in addition to those already loaded by the attribute map object itself from the dgmTypeAttributes table.  Keep in mind that the attributes being created in the Spawn() methods are ones found to be 'missing' from the dgmTypeAttributes table and are created for the first time in the Spawn() methods so we want to make sure these newly created attributes with default values also get placed into the default attribute map.
- fixed OnDamageMessage xmlp packet
- made a civialian turret fire once and it works but applying damage to NPC might be broken
Merge branch 'master' of https://github.com/evemuproject/evemu_server
Merge branch 'master' of https://github.com/ReveMu/evemu_server
Fixed attributes not being saved into the Database table entity_attributes by making sure mChanged bool is set to true when AttributeMap::SetAttribute() is called to change an attribute in the map for an InventoryItem.  Also started some work, though not finished, to address the killing of a ship controlled by a Client object.  Code located in Damage.cpp Client::Killed()
Merge branch 'master' of https://github.com/evemuproject/evemu_server
More work on the modules:
- added working timer for activation/cycle/deactivation
- cap draining is working and module stops after there is no more cap

Warning: The values right now are hard-coded for Afterburner for testing pupouse, DO NOT TRY other modules yet.
Changed couple of tables TEXT fields to VARCHAR(200) since it seems they were not making it into the database for some reason.  Also started adding new classes in ModuleEffects.h and soon to be in the .cpp file for the Ship and Skill Bonus Modifiers memory table objects needed for all the Module Manager work.
quick fix
Fix creating new corporation. Creator now joins corp with the correct
roles and permissions. Some stuff is still broken within corps. A sql
script will be uploaded in next commit to update database or rebuild
database with new dynamic and static.
New fields for corporations. Update script in new testSCripts folder so you dont have to rebuild
Merge branch 'master' of github.com:evemuproject/evemu_server
Copied NewLog class to HTML_Log class and removed inheritance from Singleton class so we can instantiate as many loggers as we wish, one for each module, for each ship, for each Drone, for each NPC or NPC Fleet commander, whatever we want, each with their own log file all put into some directory structure.  Further, I want to make changes to this new class so that it outputs nicely colored HTML formatted logs, easily viewable in a web browser and also with AJAX-driven browser-viewed automatic refresh for viewing multiple logs at the same time as they are getting filled.  That will come later.
Merge branch 'master' of https://github.com/evemuproject/evemu_server
Incorporated changes requested by positron96 in Pull Request 'fix issue wiht attributes not saved in db' referenced by Issue #35.  Other changes include proper placement of Saving routines and calls for items, ships, character, etc.  Some changes to the AttributeMap class to assume mChanged is true on creation so that all attributes get saved to database on first call of Save() after it was created the first time.  Added a save loop to ItemFactory's destructor that upon server shutdown, all items get their SaveItem() method invoked and force saves to the database.  Added a new method to AttributeMap called ForceChange() to allow owners to mark their attribute maps as having been 'changed' to force a save to the database on the next invocation of Save().  Modifications to the HTML_Log class to allow changing of log path and specification of filename prefixes.  Additional server log messages and rearrangement of some server startup actions in eve-server.cpp.
CharUnboundMgrService.cpp - added calls to Force attribute save, Character.cpp - changed _Load() method to call UpdateSkillQueue() instead of _CalculateTotalSPTrained() to get more comprehensive handling of skill queues after server restarts and character log off-then-on-again, EVEAttributeMgr.cpp - removed mChanged = false from SetAttribute() as there is code handling that already, InventoryItem class - added a couple functions that can be used to Force the mChanged boolean in AttributeMap to true, which will ensure that the attribute map is saved to the database; there are functions for both the regular and default attribute maps of InventoryItem, ItemFactory.cpp - Changed the save all items loop in the destructor to check if each item is non-static using the IsNonStaticItem() macro; this will ensure that the server does not try to save all items' data regardless if they are static or not when the server is shutting down.
Merge pull request #40 from Reve/master

More work on modules system