* New inventory fetching
* use new method everywhere
* Store description in the asset, add protobuf body as a backing field for InventoryDescription, add properties to description
* parse trade offers as json, stub descriptions, fix build
* formatting, misc fixes
* fix pragma comments
* fix passing tradable property
* fix convesion of assets, add compatibility method
* fix fetching tradeoffers
* use 40k as default count per request
* throw an exception instead of silencing the error
* Limit items to send when looting full sets
* Add test for item limit when looting full sets
* Fix small mistakes
* Change another type to byte
* And another one
* Add test to verify that the amount of appIDs does not matter in limiting the amount of items
* Add maxItems parameter to GetFullItemSets
* Test for exception with too small parameter value
* Let's get the finishing touches on that PR :'<,'>s/byte/ushort/g
* Use named const instead of hard-coded magic number
* Fix the last remaining typecast (hopefully)
* Send as many sets as possible and Add test for this and Check values of amountsToExtract as it is part of the public API
* Remove check for minimum items per set. Plugins could still use this with smaller sets on non-steam items
* Correct force of habit to match the projects code-style
* Update Actions.cs, Bot.cs, and BotConfig.cs
* First round of refactoring
* Check all badge pages
* Update Bot.cs
* Make sure multiple pages of badges work with foil badges and Make item selection algorithm work with all kinds of amount values we could get from Valve
* Change order of params in Actions.SendInventory(...), Cache amount of cards for game ids, Count card elements on page when fetching card count per game, Calculate items to send for all games in parallel
* Add unit tests
* Make sure only one real app id and one asset type are present while computing cards to send and Test it
* Update ArchiWebHandler.cs
* Update Bot.cs
* Fix iteration over badge pages
* Update Bot.cs
* Make stackable item stacks smaller if possible
* Simplify code based on changing stack size of stackable items and Adapt tests
* Consider only cards of the same rarity to be of one set and Add handling of already crafted level 5 badges
* Implement feedback
* Update Bot.cs
* Update Bot.cs
* Implement feedback from review
* Adapt tests
* Improve XPath efficiency
* Check real result for additional values in unit tests
* Implement feedback
* Add additional test combining classID, type and rarity
* Make collections readonly wherever you can
* Optimize misc. code and Add SetTypesToComplete to BotConfig
* Throw exception if we have more card types than cards per set
* Remove SendSetsOnCompleted and Make CompleteTypesToSend empty per default
* Fix existing unit tests and add new ones due to new exception
* Please nitpicky Archi
* Update Bot.cs
* Change expected exception type
* Make appID constants local
* Update Bot.cs and BotConfig.cs
* Do as JetBrains Rider says
* Only fetch card count for badge if we have cards for it
* Improve naming and fix handling of URIs for foil badges
* Add Bot.LoadCardsPerSet(...), Bot.GetItemsForFullSets(...) and Trading.GetInventorySets(...) to public API
* Let AWH do its job
* Make Bot.GetPossiblyCompletedBadgeAppIDs() part of public API as well