Final defensive fire self done.

PD is still not tested, but the implementation of FDF_Self is laid out
here.

Additionally, a new order type constructor for contacts was created, new
logic will have to be put in to use it however. this will be necessary
as contacts are tracked on a ship by ship basis, but orders to contacts
are handled at a taskgroup level, and this can lead to issues with
contacts disappearing or being destroyed that are not presently handled.
Final defensive fire implementation almost done.

this is how FDF will work, I don't yet think that FCs are added to the
appropriate faction list of PD enabled FCs yet however. that will have
to be added to the UI.
Removed a comment.

not really necessary.
additional fixes to FDF

now only FDF enabled bfcs will be used for FDF, and attempts will not be
made to shoot down missiles that have already been shot down.
Point defense bug fix

targetting information is now provided for beam fire controls in BFC
mode. such bfcs are not considered to have a target, so this information
is provided in a throwaway fashion by way of a TargetTN override
variable that can be passed to GetFiringAccuracy().
Area Defense Part 1

This is a rough draft, make it work layout for how Area defense will
work. First the Fire Controls will be looped through until an
appropriate one is found, then all the missiles in the star system that
FC is in have to be tested. The actual work of shooting down missiles,
and marking them as destroyed/removing ordnance groups from simulations
is not done for area defense yet.

Later on separating the PD FC lists out by star system will make this
more efficient if that is required.
Texture load logging improvement

this may catch an issue currently being discussed.
Bugfix with missile grid on startup

fixed error where no columns existed yet rows were attempting to be
created and added.
Merge pull request #22 from se5a/master

TG orders update
cleaned up some commented out code.

just removed the last vestiges of my code.
Refactored Point defense listings

the new point defense list is a dictionary of a dictionary, with
Starsystem as the key to the first dictionary, and fire control as the
key to both dictionaries in the second one.
Beam Area Defensive fire finished

this is not yet tested, but should inform the sim of which missiles
should be destroyed as a result of area defense.

Missile defense is not yet complete and none of this is tested yet.
Missile point defense finished

ordnance groups should now launch automatically in the appropriate
proportions at incoming ordnance, that is if I got it all right.  The
Point defense system as a whole still is not tested yet.
Beam Area Defense fix

it should now work properly. 1st I have to uncomment it out, then fix
that it wasn't putting beams on the recharge list, and lastly I had beam
max at 300k km rather than 1.5M km.
IsTanker/Supply/Collier functionality for taskgroups

now taskgroups can be tested to see if they have one of these special
type of ships residing within them.
Texture ID logging

another shot in the dark on this problem for windows7 64 bit.
Merge pull request #23 from se5a/master

Se5a order filtering work
Bugfix on orders listing

GeoSurvey list was causing an issue, and so was trying to use actionlist
before verifying it was valid.

Also I moved one order for reload from fleet away from ships that only
have launcher magazine space.
removed some needless logging.

wasn't related to the problem.
Temporary logging for GLFont issue.Lags Execution

Yet another attempt to tease out what is going wrong on windows 7,64bit
with localization.