Refactored workstation module and crafting interface to allow using different events for different processes for purposes of passing additional parameters to processes.
Fixing issues after programming without testing.
Hoping, that crafting is finally "finished", and no more refactoring will be required.
Add support for the processEntity in ProcessParts

- Add Null check on getAssignedSlots if the WorkstationInventory doesnt
yet exist
- Add SpecificInputSlotComponent to cover ProcessParts that select a
slot to work with at validation time (like the FillFluidInventoryPart)
Further refactoring of ProcessPart and adapting to it in modules.
Attempt at rendering fluid in a container.
Entities can now have multiple delayed actions scheduled (with unique action ids).
Adapting to new DelayManager (no more events sent).
Adapting to new InventoryManager (no more events sent for actions).
Fix for item prefab uris. Automatic processing now continuously runs if it can.
First iteration: process metadata

Also validate input items that consume 0 items;
Making sure the mods work in multi-player.
Using copy method of EntityRef instead of EntityManager's method.
Add a textual process input and output metadata.
Add icons on the processing guide for inventory input/output.
Add better separators between process list items
Use the engine's version of ItemCell
Add process part error checking
Add process part error checking - missing parts