Seperated Default inventory to a AbstractInventory, this makes it easier to implements this features to other classes
Documented the contract of all inventory DropTypes, this will be implemented inside all inventories
Restructured AbstractInventory.onItemClick, only right mouse button for normal slots is missing
added common right click
moved Default .getDropType to abstractinventory
Updated InventoryHandler to use code from the inventories to handle the real inventories
Merge commit '9b8de80f3c7720c07567ae386a0159c82ed392f6' into ferrybig
return a empty list instead of all inventory slots when shift-clicking
Changed HalfInventory.openFully(PlayerInventory) to openFully(HalfInventory)
Updated logic for shift click & prevented infinity loop with slots of type: DropType.FULL_OUT
Moved getSlotDropType(int) implementation to subclasses & implemented proper getShitClickLocations(int)
Added recipe for log --> 4x wooden plank
return true if inventory action was succesfull
Drop small crafting grid if inventory is closed
Merge remote-tracking branch 'origin/sander' into ferrybig
Merge branch 'ferrybig'

Update master with inventory handling code