Merge pull request #84 from Reve/master

Updated MySQL Download links and ADDED Mac Os Libraries to the Auto-Downloads
Merge pull request #86 from Reve/master

Added creation of the server_cache directory at runtime!
Added WrecksAndLoot fileset to system section to keep classes and data structures meant for generating Wrecks and Loot
Changed GM commands kill and killallnpcs to make use of modified Killed() functions in Damage.cpp to accept a 'fatal blow' Damage packet that does not contain weapon module info.
Added GetSystemEntity to get the SystemEntity * for the controlling entity of this Ship that has a ShipOperatorInterface
Made sure we were deleting the old capsule when we Activated another ship in station
Changed Activate to take a SystemEntity pointer, not an ID, this is needed deeper in the modules to send notification packets of targeted actions
Big commit here folks, lots of stuff fixed, still lots not working right though:
(*) LoadAmmoToBank call added to DogmaIMBound to facilitate loading charges to active modules
(*) ActiveModule and EnergyTurret classes modified to accept loading charges
(*) Ship and ModuleManager classes modified to accept loading charges and load on server startup
(*) ActiveModuleProcessingComponent, ActiveModule, and EnergyTurret classes modified to facilitate active cycling and deactivation
(*) Module Manager now accepting calls to LoadCharge for single or stacks of ammo, all scenarios of loaded, partial loaded, or unloaded checked and dealt with, including stack splits when necessary.  Charge loading is rejected if there is no room.
(*) Fitting window and module buttons now show charge loaded (Tested only with frequency crystals)
(*) Beams now fire when activating energy turrets
(*) Cycle animations run clockwise according to module duration and repeat until deactivated
(*) Capacitor is drained on each cycle
(*) Damage is dealt to the targets (only tested on NPCs so far)
Quick stab at the GetSkillHistory call - for dash to take a look at and work on later.
Reworked a bit on how character skills are saved, so that ONLY the one in training on logout is saved and all other changes during play are saved right when they happen, thereby removing the need to save ALL skills at logout, which takes FOR-EV-ER for a fully SP character.
Support functions to get Wrecks To Types information from database.
Support functions for getting entity pointers and bubble pointers from elsewhere in the system.
Fixed problem of NPC ships not targeting any other ships in bubble after the first one was destroyed.
Added support code and corrected some things ahead of making pod death work.
Added singleton object sDGM_Types_to_Wrecks_Table to get in-memory access to table of types to wrecks correlations for when ships and stuff get destroyed and know what wreck to spawn in its place.
Added support code to these files to facilitate active module cycling and loading of charges for ActiveModule and EnergyTurret classes.
Also added first pass code to Damage.cpp's Client::Killed() for pod death - WARNING: UNTESTED
Merge branch 'master' of https://github.com/evemuproject/evemu_server
Cargo or any other bay on ships will now enforce their capacities and refuse additional items if by their additional volume will not fit.
Might have fixed pod death with this one.  Test and let me know!  --Aknor