~ Rewrote registries to handle type erasure better hopefully
~ Changed code to reflect changes to the registry
~ Deactivate Agriculture and Intelligences for now since they contain nothing and hopefully should speed up loading a tiny bit
~ Splitting off the gui handler into a seperate class
~ Hide the recipe pathes of the workbench
~ Now using common hash method to detect which GUI should open
~ Using not class name anymore but the name of module/block
+ Added SuperFastHash (http://www.azillionmonkeys.com/qed/hash.html)
~ Using SuperFastHash in determing the GUI
+ Added cache for hash values
~ Switchung to MurMur3 Hash cause of high collisions of SuperFastHash
Cleanup hasher
- Removed cache cause I realized there is no need for a cache if it is only called once or could be cached in the calling class itself
~ Rewrite of craft handler to make it work with AE2 Registry system. You should be able to do stuff like workbench = aero:dissembler ae2:EngProcessor 5 aero:incMiningSpeed ->in the future
+ Added implementation for the workbench craft handler just to realize again, that the storage can not get injected into the TileEntity because FML uses reflection everywhere
~ moving to rv1 cause AE2 rv1 went beta
- Removed IInventory in facor of ISidedInventory
+ Implemented new recipe system of AE2 for workbench
~ Using different proxy class
= Fix creative tab registrating
= Fix shift clicking of workbench
~ Made shift clicking more generic