Added ability to poll until a task is complete.
Added task for creating an agent in-game.
Fixed issue with options not working.

For some time these haven't worked. The cause was a linker/compiler
issue where string fields not being assigned value if they weren't of
the correct constness.
Added "cyexport" tool for exporting.

This uses the same exporting code as Ember, and allows for export of
both entities, minds and types. The code in EntityExporterBase.* should
be kept synchronized with the Ember version.
This is provided as a new command, instead of added to the existing
cycmd executable. This is by design, to make it easier for users. Export
and import of entities are one of the most basic functions, especially
for any new user, and should therefore be provided as easy as
possible.
Only show relevant options.

This fixes a long standing bug where all options were shown for all
commands.
Added "cyimport" tool for importing.

This uses the same importing code as Ember, and allows for import of
both entities, minds and types. The code in EntityImporterBase.*
should be kept synchronized with the Ember version.
This is provided as a new command, instead of added to the existing
cycmd executable. This is by design, to make it easier for users.
Export and import of entities are one of the most basic functions,
especially for any new user, and should therefore be provided as easy as
possible.
Updated manpages.
Use new exporter and importer and remove old ones.
Fixed broken tests.
Created "deeds" ruleset and made it default.

It's currently a copy of the Mason ruleset.
Where Mason focuses on letting the users create the world themselves,
Deeds instead focuses on allowing world authors to set up enticing
worlds with gameplay and stories. In contrast to Mason there are more
features available to the world authors which allow for automatic
creation of entities and so on.
Moved creation logic to the factory.

This is in preparation for nested entity creation and archetypes.
Add "archetype" as new type.

An archetype is used for creating new entities. It contains one or many
definitions for entities, along with relationship between them. It also
contains any extra data needed for a world simultion, such as thoughts
and knowledge.
Archetypes should be seen as blueprints for entity types, as they
describe how new one should be composed. They are created just as
regular entities, using the existing Create op functionality.
As an example, there should be one "human" entity type, with archetypes
such as "settler", "merchant", "soldier" etc. This differs from the
current setup where each of these are separate entity types.
Use standard format for exported entities.
Also send thoughts.
Use custom format for archetypes.

This required the EntityKit to be refactored, so that most fields are
pushed into EntityFactory. Due to the nature of how the rule handlers
and the factories interact the code is pretty messy. It works, but it's
tangled and not really clean.
Correctly increase references.
Added first test implementation of entity ref.

Within an archetype you can refer to other entities in attributes by
prefixing their names with a *@" character.
Propertly implement entity references.

Any entity in the same archetype can now be referred to in any attribute
by prefixing the id of it with "@".
Added "human" as a type, made "settler" archetype.
Use more idiomatic way.