Gnomodia refactoring #1: Rename solution and project files
Gnomodia refactoring #2: Rename namespaces
Make it so Gnomodia works without modifying the Gnomoria game directory at all. Modded files, config files and log files are now placed wherever GnomodiaUI.exe is run, and mods are placed in a sub-directory of Gnomodia.exe named "mods"
Added proof of concept implementation of Gnomoria window decorations in WPF.
Add my first plug-in to the solution. (The farm improvement plug-in.)
As agreed with Faark, I'm re-releasing the modding system under the GPL. The parts required to make plug-ins will, before official release, be licensed as LGPL, but until they have been explicitly marked as such, the whole Gnomodia project is GPL at the time of this commit.
* Added ModCustomJobs.cs, which allows you to define custom jobs that can be used through Gnomoria's TileSelectionManager.
* Added MiningImprovements plugin, which makes use of the new ModCustomJobs feature, both to demonstrate how to use it, and because I wanted its features in my game.
Fix issues with building from scratch and Cecil hint paths
Make sure the auto-mining doesn't take place on the edge of the map.
Add feature for automatically strip mining on the levels below depth -7. Sort of a WIP, needs configuration settings and a few improvements to the torch removal command.
Add ModDialog.cs, a SupportMod that is always loaded, which shows a "Mods" button on the main menu and the top in-game HUD menu. Intended to be expanded later with ways for mods to add their own tabs, offering settings/explanations/whatever they'd like in one convenient location.
* Created a new project GnomodiaUI.Controls for hosting Gnomoria-styled WPF controls.
* Added GnomoriaLabel.cs as a label for presenting text using Gnomoria's font.
Write our first README.md version.
Gnomodia refactoring #3: Clean up utility code
* Explicitly license GnomodiaUI and GnomodiaUI.Controls as GPLv3.
* Explicitly license Gnomodia as LGPLv3.