Update to 848581
Preliminary backend support for tactical destroyer modes.

* Modifies fits table to add "mode" column, which contains typeID of mode for fit
* Introduces Mode type, similar to Ship and Module type
* Includes effects for Amarr Tactical Destroyer Propulsion Mode

Still a lot to do: GUI switching, constraints on which ships get modes, etc
Added method to check/get modes, and start GUI integration (simple context menu)
Fix loading of mode, and add some (untested) setting functions
Merge branch 'master' into singularity
Various event binding fixes for context menus. It's still a mess, but it's not as bad of a mess.
Implement service layer mode setter. Modes now have basic support and testing.

Also decided to have two separate functions that return the mode items as Items or Modes. Returning them as Items makes it easier to check if provided modeID from user database is valid (since we cannot easily map the modeID to create a Mode), returning as Modes allows us to easily use them for setters. There's probably a better way to do this, but w/e
Add .Check() to tactical mode menu items
Publish other modes to market
Fixed Confessor Prop mode effects and added Defense / Sharpshooter mode effects
Finish effects for Confessor
Add EVE version to about box
Fix exception with non-t3-dessys context menu
Bowhead effects
Added new skinned ships to conversions
Set debug back to False
Merge branch 'master' into singularity

Conflicts:
	gui/builtinContextMenus/__init__.py
Fix initial mode assignment
Quick fix for game version bug when running jsonToSql
Add Mode and separation to fitting list.

Todo: A few exceptions are thrown when trying to remove mode via double click, spawn context menu, move to a different position, etc. All simply because Mode is not a Module. Will need to add try-except blocks to cover these instances