Gameplay selection
Add more smarts to persisting selection and automatic selection of world generators.
Merge branch 'develop' of https://github.com/MovingBlocks/Terasology into GameplaySelection
Added the concept of "block sounds", which are defined in blockSounds/*.blocksounds.

The idea here is that large groups of blocks will have the same soundscape. Instead of repeating the sound definitions in each block (or template), a soundscape is defined once and then referenced via ID from the block definition. Sounds from the given lists are randomly played when that event occurs.

For footsteps, the block's footstep sounds are prioritized over the creature's footsteps at this point. This probably needs more work when other types of entities are created.
Prevent deselecting the gameplay module from the modules screen.  Color it ocean blue.
The blocks for footstep sounds should be checked on the blocks *below* the characters feet, not *at* the character's feet.
If no sound set is specified, "engine:default" is now loaded as an asset normally (so it can be overridden by other modules). The BlockSounds.NULL is only used if a Block is not defined via the BlockLoader.
Added several sound presets and added them to blocks.
Added block sounds directory to Core build file, which is used for new modules.
Shift clicking items results now in an instant transfer of the item to the HUD bar or player inventory.

- Shift clicking an item in the HUD bar makes it move to the player inventory.
- Shift clicking an item in the player inventory makes it move to the HUD bar if it has space.
- Shift clicking an item in a container results in a movemnt to HUD bar or if its full player inventory.
- The item will be moved to an existing stack if there is one with space or to an empty slot.
- Items won't be moved to slots for which the BeforeItemPutInInventory gets consumed
- The shift click can be prevented by consuming BeforeItemRemovedFromInventory at the source inventory.
Fixes an issue with block changes (and 16-bit block ids), as well as some other instances were byte was still used for block ids (only testcases).  #1210
Merge pull request #1220 from shartte/short-block-id-fix

Fixes an issue with block changes (and 16-bit block ids), as well as som...
Added a rendering setting to scale the FBOs to effectively reduce (or increase) the resolution of the game scene without affecting the resolution of the UI. I (arbitrarily) set the range from 25% to 200%. Increasing the size should essentially be like supersampling. Also added a slider to the video settings dialog to control this.
Added a headless IDEA run configuration
Made the headless run config use the terasology-server dir as its homedir
Merge #1221 from @shartte - resolution scaling, fixes #1172
Merge #1199 by @Josharias - improved gameplay selection UI
PR tweaks: label adjustments and update credits
Merge #1222 by @shartte - IntelliJ headless run config
Don't print the welcome message multiple times on the server console
Fixes an issue where chunks were never marked as aready after calculating lighting in headless mode, since the headless renderer never called the appropriate method.
Fix the BaseBooleanFieldFacet3D