Fixed bug when calculating time since last shot.
Merging dev to master
Merge branch 'dev'
Basic network classes
Client can send test message to server
Networking..
Added a graphical console for simple messages
Console no longer singleton
Major overhaul, more networking aswell

+ ServerState & ClientState game states
+ "MapLoader", hardcoded for now
* More networking, heavily reworked, unoptimized..
* Game replaced with Tansk
* Entity no longer generates ID by itself (alot of constructor rewrites)
* Entities are no longer added to world in the Entity-constructor
This is done in the "end" classes for now (DefaultTank etc.)
* GameController reworked
* GameConditions now uses ServerStates playerlist
* Latest player input is stored in Player
* AbstractProjectile now longer has an AbstractTank
Some stuff disabled because of this
Removed unused import
Performance incresase, better "flow"

* Client input is now sent and received in a batch
* The Sever now sends a WorldState to all Clients instead of minipackets
* The turret is now updated when the tank is
Client no longer crashes on server refusal
Server now render entity shapes, "wireframe mode"
Debug: startGame() spawns tanks with correct pos
Removed annoying console print
Smarter client input packet creation
Tank now updates turret pos after collision
Player key identifiers are now final

...as they should have been.
Code cleanup
Client now sends button states when they change

instead of all the time
turret angle is still updated constantly