Baseline functionality for item drops

Implementing baseline functionality for supporting item drops on maps. I
haven't wired up any kind of messaging to the client yet or even got the
loot generator integrated, but I'll be working on that next.
Implemented equipping and unequipping items

Wrote code for players equipping items, unequipping items, getting buffs
from items, and losing buffs from unequipping items.  Also did some
minor documentation on the associated methods.
Prepping the server for item drops

This check-in integrates the ability for creatures to generate item
drops when they die.

Furthermore, this check-in adds tracking to maps for drops that exist on
them and also will soon handle sending messages to the client about
those drops.

Also changed Packet to LGPacketType to make its purpose clearer.
Fixing merge issue
Merging master for its client changes before moving on
Fixing the build

Fixing some post-merge issues with the build. Basically just changing
Packet back to LGPacketType everywhere and then I moved some files
around for organizational purposes.
Item drops work!

I got item drops working on the server and the client; the server sends
messages to the client correctly. Then the client chooses the right
sprite and shows it on the screen.

When the player presses "," in a spot, they will pick up valid items
under them. Right now, the item is just being deleted from the map, but
we ought to put it in the player's inventory now.

YIP!
Refactoring the existing equipment system

Changing up the way we handle equipment in favor of a more powerful
system based on IBagManager. Inventory and equipment are both treated as
bags under this system. Implementation to follow, but I've stubbed out
everything using interfaces for right now.
Boop
Merge remote-tracking branch 'origin/master' into features/drops

Conflicts:
	Assets/-tk2d.asset
	Assets/Assets/Atlases/Items TK2D Atlas/Items Spritesheet Data/Items Spritesheet.prefab
	Assets/Assets/Atlases/Items TK2D Atlas/Items Spritesheet.prefab
	Assets/Assets/Libraries/RushForward.Legende.Common.dll
	Assets/Assets/Libraries/RushForward.Legende.Server.TNet.Common.dll
	Assets/Assets/Scenes/Main Menu.unity
	Assets/Assets/Scenes/Sanctum of the Gods 1.unity
	RushForward.Legende.v12.suo
	Server.Common/LGGameServer.cs
Initial implementation of inventory

Implementing a basic LGBagManager service that can manage items across
multiple bags belonging to it. I have also written a basic suite of unit
tests to verify that it behaves as expected.

Will be integrating it with the player shortly.
Wired pickup to inventory

When items get picked up, they now seem to be going into the
inventory...I need to refactor the way item quantities work and make
sure they're only ever stored in the form of an item stack, because
right now it's kind of messy how it all works.

After that, I'll begin working on UI.
Inventory UI sort of working

I have all of the interactions coded so far, including the show/hide,
drag/drop, re-arrange, etc. Just need to wire it up to the server and
get all the proper data for the tooltips.
Item icon imports and inventory system is working

The player inventory system is working, and the server is now sending
information to the client whenever the client's inventory changes. The
system is still very fragile, so will be working on it more.

Also need to get dragging and dropping items working. I'm very close but
there's some more work to be done.

This commit also accidentally includes support for LRU blocks in the map
editor, but not on the server-side yet. However, all maps have been
updated to export the "block type" information for blocks on the map.
Got item swapping and destroy working.

Item swapping works by drag/drop or click/click. Item destruction works
by right-clicking an item instead of left-clicking the item.

New server commands:

/invr forces a refresh of the player's inventory
/invc clears the player's inventory
Merge pull request #6 from Rush-Forward/features/drops

Features/drops