* Adds `RaceFlag` to the `Race` object. This is `1 << RaceIndex`
* Replaces `RequiredRace` with `RequiredRaces` for items.
* Adds convenience flags for `RequiredRaces`
```cs
public const int AllowAllRaces = 0x7; // Race.Human.RaceFlag | Race.Elf.RaceFlag | Race.Gargoyle.RaceFlag
public const int AllowHumanOrElves = 0x3; // Race.Human.RaceFlag | Race.Elf.RaceFlag
public const int AllowElvesOnly = 0x2; // Race.Elf.RaceFlag
public const int AllowGargoylesOnly = 0x4; // Race.Gargoyle.RaceFlag
```
* Example usage on an item:
```cs
public override int RequiredRaces => Race.AllowHumanOrElves;
```
* Adds Wood and Stone armor material types
* Updates Woodland armor to Wood
* Adds proper messaging for race restrictions
* Adds gargoyle only for object properties
* Adds `CheckRace` functions for validating if a race or mobile can use the item:
```cs
bool CheckRace(Race race);
bool CheckRace(Mobile from, bool message = true);
```
* Removes BodyValue
* Removes BodyPicker gump
* Fixes setting Body and BodyMod in props gump
* Props will now look for an `implicit cast` in order to find a way to allow you to modify values with the props gump.
* Fixed `[self set body 0x190` so it works too.
* Fixed an issue where a timer truncated the link list.
* Fixed an issue where a timer stopped and started itself within an OnTick causing it to remove itself from the link list, but still think it's running.
* Adds save flag support (see `ElvenGlasses` for an example)
* Updates AOSAttributes so they are code genned
* Fixes embedded object support by adding an `IRawSerializable`
* Fixes various inconsistencies in serializing with codegen
* Adds code genning for embedded objects. See `AquariumState` as an example.
* Adds code genning for fields that are `Timer`. See `Aquarium` as an example.
* Codegens aquariums
* Fixes missing option for most primitive field types.
### THIS IS A BREAKING CHANGE IF YOU ARE ALREADY USING CODEGEN. IF YOUR WORLD HAS ERRORS LOADING PLEASE CONTACT ME ON DISCORD. ORE MIGHT FAIL TO LOAD.
### Changes
* Fixes Components from addons not marking dirty
* Code gens BaseAddonContainer
* Code gens Ingots
* Fixes code gen deserialization for Ore
* Code gens dyetubs
* Code gens reagents
* Code gens tailor commodities
* Code gens fish
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries
### New API
```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);
// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);
// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);
// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```
### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">