Set credentials to generic values for eve-central_to_database.py to be filled by end user.  Updated eve-server.xml to have server ports and other options actually uncommented and active.
Fixed line endings from CR to LF in dgmShipBonusModifiers.sql and dgmSkillBonusModifiers.sql. Removed 'drop table if exists' in those two sql files as well as dgmEffectsInfo.sql and dgmEffectsActions.sql since all four of those files create tables that are unique to EVEmu's implementation of the Module Manager.  Created a new batch file for windows users that will fully automatically create and populate the EVEmu database called 'evemu_build_database.bat' that is for windows users.  For linux users, use ozatomic's 'linux_install.sh' to create the database and do the installation of the evemu source code and software.  The older automatic sql file, evemu_setup_database.sql has been removed.  Please now use either the linux_install.sh or the new evemu_build_database.bat.
Added calls to the merge batch files that need to be executed before creating and populating the EVEmu database.  NOW this is a one-click build script: it merges changes from sql subdirectories, creates your mysql database, and builds it.
Really fixed the call to the merge batch files this time.  Tough to switch between linux and windows shell commands, heh.  Try now.
Changed HTML_Log class to derive from new Basic_Log class, both of which do not use Singleton and each can be instantiated as many times as desired throughout the server.  The idea is for each Solar System to have a Destiny log file and perhaps other specific log files, each with logging objects capturing log info into those files.  Also, separate loggers for things like packets received/sent by server so they dont go into the main server log, etc.  Also corrected something in eve-server.cpp to clarify the section that will grow in the near future that creates the system-wide in-memory objects that contain data from ModuleManager-specific database tables for much faster access than going out to the MySQL database.
Added Basic_Log class, which is now a base class of HTML_Log, both of which are non-singleton and can be instantiated multiple times throughout the evemu codebase, each targeting their own personal log file.  More to come on these non-singleton loggers and how to use them within areas of the code base, such as Destiny, BubbleManager, ModuleManager, etc.  Also corrected small problems with the two seed market sql files.
Added a sql file that provides an example of creating a pair of stargates bridging two solar systems that do not have a stargate connection from the CCP static dump.  This example happens to provide a stargate bridge from the Lonetrek region system Amsen to a Jove system.  Have fun!
Fixes a database error which occurs when the entity table is filled with the data from staStations. The error occurs when the corporationID row contains null values.
Merge pull request #73 from clu2/master

Everything looks in order.  Thanks, clu, for setting corpID to 0.  VERY nice work!
* Updated CMakeLists.txt and EVEVersion.h to properly track version of the build
* Added several files in sql/data_adaptation for the conversion of EVEHQ data for use with EVEmu's Module Manager
* MOVED a bunch of market and other SQL files from sql/ into sql/optional, more will come later for things like modifying ships, etc
* Work in progress attempting to improve the warp-in bug in DestinyManager
* Updated ALL bonus and module effect table SQL files in sql/ofic-updates to allow for easy import of EVEHQ data
* Import of EVEHQ data almost complete, this round has no data imported, just tables changed ahead of the import
Merge branch 'master' of https://github.com/evemuproject/evemu_server
Forgot to update these files from my more recent working copy.  Now these files have the most recent changes and updates.
Created new ofic-updates file Z_Ship_Bonus_Corrections.sql to provide corrections to ship bonus modifiers found during the work to adapt EVEHQ data for use with EVEMU.  This file should be executed on the database build at the latest possible time, after any sql updates or creations of ship attribute information in the 'dgmTypeAttributes' table.
Corrected some issues in the Ship Bonus and Skill Bonus spreadsheets for data import to SQL database then imported those as well as the Effects spreadsheet into the EVEmu Database.  All bogus rows that were imported as a result of bringing in rows that had only comments within the spreadsheet were removed then all three tables were exported to sql files and placed in sql/ofic-updates directory for inclusion into the Full Database build.  To update your database, go ahead and SOURCE these three files: dgmEffectsInfo.sql, dgmShipBonusModifiers.sql, and dgmSkillBonusModifiers.sql
Expanded math operator overloads in EvilNumber class, however, forms such as A op B where A is not an EvilNumber are still not supported, instead, write EvilNumber(A) op B.
Fixed some syntax errors, expanded the verbose option printing, changed mysql server connection to use arguments from command line, and corrected checking for no data returned from eve-central.  While a full test run has not been performed, a small number of items were tested and all prices seem to be as expected so far.
Corrected inner for loop that loops through all items in invTypes table so that it does not stop at the 30th item.  That was for a hard-coded small scale test.  This now set for running through entire list of typeIDs.
Corrected qty parameter of InventoryItem::Merge() method to be int32 instead of uint32 since all callers of this method pass in an int32 data type and the internal call to AlterQuantity() needs a signed qty number, so this also eliminates a compiler warning.
Updated all dgmXXXX calls for retrieving lists of information on effects and other bonus modifiers to reflect the new table designs taken from the EVEHQ data import effort.
All module groups now have either PassiveModule or ActiveModule class instances created when fitted to a ship.  This will hopefully prevent ALL crashes in the server when a user attempts to fit some module to their ship.  No modules funciton at this time, we just wanted to eliminate the annoying crashes.