* hardcode sql limits within their respective components instead of
having them configurable
* creating a new DBTypeList defaults it to being unlimited
* SQL_LIMIT_NONE (0) > removed as it only existed for consistency
* SQL_LIMIT_DEFAULT (300) > frontend / Listview::DEFAULT_SIZE
* SQL_LIMIT_SEARCH (500) > Search::DEFAULT_MAX_RESULTS
* SQL_LIMIT_QUICKSEARCH (10) > Search::SUGGESTIONS_MAX_RESULTS
* group entities on map by name again so different types of the same herb/vein
don't show up as separate groups
* except mailboxes
* partially reverts ea25776225
* work against more correctly assigning instance mode to entities and loot
- added manually collected data for difficulty versions of gameobjects, just boss chests for now.
update setup/source to default object source to base difficulty version if able
- update spelldifficulty table to contain the (likely) mapmode it will be used in
* refactored class loot
- implement loot mode indicators on listview for creature and gameobject loot
- show 'drops' listview tab on instance zone page
- fixes against tribute chest systems (toc / ulduar)
- fix icc gunship battle chest ownership
* fix cache id collision when category == dbTypeId for a given dbType
* increment version number to invalidate existing caches
* maps endpoint doesn't need caching. It is entirely static content.