Latest attempt to make sure auto_increment gets implemented when building our database.  Some users still have trouble and I did myself when doing it on linux.  Both entity and apiAccount tables did not have auto_increment set correctly.  Hopefully this fixes them once and for all.
Added a real error response to Character Manager API service handler.  Removed use of * for DB query into character_ table and instead called out only the fields we need in APICharacterDB.cpp
Merge branch 'master' of https://github.com/evemuproject/evemu_server
Reworked when and how Character data is saved to the Database.  Now, the only times the whole shebang is saved is on a Log out.  There is still some lag when docking, as it's saving a bunch of data to the database, but no longer is there huge delay when logging in or doing other things.
Added new command .cloak, reworked .tr and .translocate commands, more work to come on those later two to support name parameters, not just IDs.  The new .cloak GM command now does cloak effect on your ship and takes you out of the bubble from perspective of every other player in bubble.  NPCs do not shoot you when you are cloaked.  You will NEVER de-cloak when using this command until you issue .cloak again.
Fixed targeting lock time to first check for Sig Radius attribute on the target and if not, use a larger default to reduce default time to lock.  This lock time now supports ANY space item that would have a Sig Radius.
Added code to CargoContainer class Spawn() function just like Ship::Spawn() has manual adding of certain attributes not found from dgmTypeAttributes table.
Corrected code that queries database and prepares data for the Character Sheet API call.  This now correctly shows data in the correct fields.
Added a simple message informing users how to shutdown the server.
Correctly checking if Client is in space before removing and adding to bubble.
Ok, lots of changes in this big commit:
* NPCs are no longer created and saved into the Database, they stay in memory only and are gone when server shuts down.
* NPCs will spawn only when a player ship enters the area where the spawn is located AND the timer expired
* NPCs will respawn after some slightly randomized time between min and max spawn times listed in the spawn tables, but only when player ship is in the area
* NPCs will stop targeting when you use the new .cloak GM command and resume when you decloak after using .cloak again
* NPCs can now be killed with the .kill GM command and the new .killallnpcs GM command, which kills all NPCs in the current bubble
Fixed removal and adding of yourself to a bubble so that it does not do this when you are docked in a station.  This prevents you ever getting into a bubble while docked such that NPCs could shoot you while you're docked.  Switching ships in station now does not put you in any bubble, but rather keeps you out of any bubble until you undock.