This commit contains all changes to add Garrison Builder to Gang Garrison 2 and overhauls the entity loading code.
Adds Gang Garrison Object Notation scripts, made by AJF (https://gist.github.com/TazeTSchnitzel/085463d0bfd0d81463e7#file-ggon-md)
Currently used for a new entity saving format.
Various changes to gang garrison builder 2
Adds cspotcode's GG2DLL because ajf told me to now that the garrison builder repository is pretty much obsolete.
All maps are now compiled with GGON.
Adds the ability to change entity properties defined using addEntity().
The builder can now decide which enities to scale and which entities to tile.
Adds custom properties to moveboxes and healing cabinet as proof of concept.
Fixes moveboxes behaving differently on different fps settings.
Merge branch 'master' into GBGG2
Uses (duplicated) maps instead of ggon strings now.
Adds a proper way to check if a string is a decimal.
fixes 2 small gamemode detection errors.
The builder now creates a new instance of gg2 when playtesting (BOO!)
Added the option to playtest your map without saving (over the original map). It then compiles straight to Maps/ggb2_tmp_map.png
I should make sure not to upload useless files before committing
Did things AJF told me to do.
-Re-added the ingame testing
-Added The ability to add metadata to maps (which is really just an entity that doesn't get placed on the map)
-Tiny memory leak fix
places entities with a 1:1 scale in scale mode.
removes bugged code.
added map location to the compile confirmation message.
Asynchronous capture zone CP detection
Moved internal maps to Included Files, exporting as needed
Merge pull request #232 from lorgan3/GBGG2

Gang Garrison Builder 2
Merge branch 'master' into remove_internal_maps
Merge pull request #236 from TazeTSchnitzel/remove_internal_maps

Remove internal maps