Adds the command buffer to the console.
adds wait <ticks> command to console.
Adds the `incmd` command to inject input commands directly into the simulation, bypassing the frontend.
Removes client side permission check for debug builds.
* ComponentNames are not sent over the network when components are created.
* Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Change GetNetComponents to return both the component and the component NetId.
* Remove public usages of the Component.NetID property.
* Adds the NetIDAttribute that can be applied to components.
* Removed Component.NetID.
* Revert changes to GetComponentState and how prediction works.
* Adds component netID automatic generation.
* Modifies ClientConsoleHost so that commands can be called before Initialize().
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Fixing unit tests.
* Renamed shared ICommand to IConsoleCommand.
* Lots of refactoring into a shared context.
* Removed ICommonSession from server concmd Execute.
* Added argStr parameter to concmd execute.
* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.
# Conflicts:
# Robust.Client/Console/Commands/Debug.cs
* Finally move shells and commands into shared.
* Console commands can now be registered directly without a class in a shared context.
* Pulled up ConsoleHost and Console shell into a shared context.
* Pulled up half the functions of ConsoleHost into a shared context.
* Repair rebase damage.
* Make LoadConsoleCommands function not remove any previously registered commands.