Various world generation tweaks, fixes and refactoring

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
Cleanup mineshaft nextComponents logic

Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>
Clickable items

Signed-off-by: Walker Crouse <walkercrouse@hotmail.com>
Added slab .OBJ files
in resources/materials/block/nonsolid/slab/..

3 kinds :
-bot slab
-top slab
-top sandstone slab (because the texture is different)

Files are made to be used with only one texture file for each block.
Just have to change the texture in the smt.


Signed-off-by: Thomas LAMSON <tomlabete@numericable.fr>
Fix inventories
Removed debug println.
Signed-off-by: Steven Downer <grinch@outlook.com>
Merge pull request #566 from Tomlabete/master

Added slab .OBJ files
Merge pull request #567 from Grinch/master

Removed debug println.
Monsters can equip items.

refactored PickupItemComponent to be Player-specific.  Added new MonsterPickupitemComponent to handle logic for hostiles picking up inventory items they can wear.  Zombies, Skeletons, and PigZombies should now pickup items they walk over if they are better than items they currently have equipped, they will also pickup items in their held slot if nothing is equipped.

Signed-off-by: Nick Minkler <sleaker@gmail.com>
Merge pull request #564 from Sleaker/master

Monsters equipping items
Standardize how inventories are dropped when an entity dies.

adds getDroppable() to EntityInventoryComponent.
Moves logic for dropping items to seperate methods in HealthComponent for fluidity.

Signed-off-by: Nick Minkler <sleaker@gmail.com>
Merge pull request #568 from Sleaker/master

Cleanup how inventories are dropped
skip non-item entities when iterating over nearby entities

Signed-off-by: Nick Minkler <sleaker@gmail.com>