Changes for Python 3.
Remove Python 2 folder.
Regenerate code and update project files for Python 3
Add Python 3 folder.
Update iteration of dictionaries for Python 3.
Merge remote-tracking branch 'remotes/origin/develop' into feature/py3
Fix CEF value conversion functions for Python 3.
Merge remote-tracking branch 'remotes/origin/develop' into feature/py3

Conflicts:
	src/game/shared/python/modules/autogenerated/srcbuiltins.cpp
Fix incorrect conversion in CEF function for dictionaries. Also allow map types to be automatically converted.
Fix __nonzero__ operator (Py2) implemented instead of __bool__ operator (Py3), due which some tests can behave unexpectedly.
Fix game not starting correctly/errors in console when PYTHONHOME or PYTHONPATH env variable is defined in system env variables.
Update handling of Python input methods to work better and minor comment changes.
Fix wrong debug paths for Python 3.
Remove unneeded code.
Remove basing eye pitch and yaw purely on active enemy. Instead always use the body yaw for eye yaw and network the eye pitch from server. The server eye pitch is computed by the locomotion component based on the navigator computed ideal angles. This fixes issues for code based on the eye pitch/yaw of the animation state. Downside is an extra float needs to be networked.
Remove commented line.
Editor managed map flora is now stored in separate file. This way no compiling is needed to edit the map ingame. Existing maps are automatically converted when saving using the ingame editor (requires one compile to remove the flora from the bsp and vmf). Disadvantage is that you can't edit the flora in hammer.
Improved detection of players requesting a full game update due packet loss. The new fix should be reliable.
Don't write vmf changes from ingame editor if nothing changed.
Ingame editor improvements:
- Add option to editor storage module to sync commands two ways
- Always sync select from client side to ensure the server has the same selection data
- Only draw select box in "select" editor mode if editor active