Fixed player health display in multiplayer and falling damage.
Tweaked landing velocity calculation for large deltas.
Moved some classes to better packages.
Fixed display of selected item.
item dropping now works like useItem and attack. we capture the button event locally in PlayerInventorySystem and send a server request via DropItemRequest which is handled in the CharacterSystem. Dropped items now show up on the server.
dropped items are no longer duplicated locally
item is now correctly destroyed on drop in the server
Merge branch 'multiplayer' into multi-dropItem

Conflicts:
	src/main/java/org/terasology/logic/characters/CharacterSystem.java
got rid of my NetworkEvents, using AbstractEvent instead.
got rid of runLocally on @Server annotation. onDropItemRequest now simply ignores the event client-side
on dropping an item, stack reduction and item removal is now performed using the inventory manager
fixed the removeItem() call in CoreInventoryManager. Fixed the style on my if statements
there is now an overload of setStackSize in inventory managerthat will destroy the item when newStackSize is set to 0. There is now less inventory logic in dropItemRequest in the character system
Merge pull request #484 from sdab/multi-dropItem

Item dropping now correctly multiplayer enabled, with dropped blocks working correctly.
Implemented multiplayer death and respawning. Several systems were changed to deal with players not necessarily having a character.
Added an EntityBuilder feature to the entity system - this allows the addition of components and setting up of those components to occur before the entity is created, enabling the entity to be in a desired state on creation. The network deserialization code was updated to use this to prevent some race-condition type errors.
Both EntityRef, Prefab and EntityBuilder now inherit a common base ComponentContainer interface.
Removed LocalPlayerComponent - it had a good run but is no longer appropriate. The LocalPlayer helper singleton and ClientComponent's local property replace it.
Merge branch 'multiplayer' of git@github.com:MovingBlocks/Terasology.git into multiplayer

Conflicts:
	src/main/java/org/terasology/logic/characters/CharacterSystem.java
	src/main/java/org/terasology/logic/players/LocalPlayerSystem.java
	src/main/java/org/terasology/logic/players/PlayerInventorySystem.java
The client entity now determines chunk relevence. It is attached to the player's character when they are alive.
Fixed unit tests.
Improved behaviour of LocationComponent when attached/detatched from a parent
Added a Location system to handle the destruction of location components.
Added proper handling of errors hosting a game - reverts to single player mode and displays an error.
Fixed server/single player changing view distance.
Fixed dropped chest losing contents.
Fixed bug causing wasted creation of chunk meshes.
Switched to LWJGL 2.9.0 and Java 7.
Some refactoring.
Removed DroppedItemRenderer, changed dropped items to render through standard mesh renderer.
Fixed picking up dropped items.
Improvements to path management
 - Now splits out home directory (for saved data and mods) and install directory
 - Home defaults to being in an appropriate user home directory
 - Now using JNA to discover the Saved Games directory under Windows Vista, 7 & 8, to use as the default home directory.
 - Added commandline options -homeDir= and -homeDir to specify the home directory or use the working directory respectively.
This allows running multiple copies with different home directories for improved local testing of multiplayer.
Terasology now looks in both the home and install directories for mods.