Gestion of the pressure
block code cleaning
Create as many Empty blocks as needed (pressure attribute can be
different)
pressure filter non homogeneus convergence
Pressure management in room and not in block for performance purpose.
Cleaning
Pressure balance.
Merge branch 'master' into pressure
cleaning
OxygenRoom
implementing Inventory

new file:   src/inventory/Inventory.java
	new: add
	new: remove
	new: getWeight
	new: getIdx
	new: draw

modified:   src/item/Item.java
	bew: getWeight
further inventory implementation
	LivingEntity now has an inventory
	the Inventory is displayed when pressing "i"
	more work needs to be done for the appearance of the inventory

modified:   src/entity/LivingEntity.java
modified:   src/entity/npc/LivingEntityManager.java
modified:   src/entity/npc/Npc.java
modified:   src/entity/npc/Zombie.java
modified:   src/entity/player/Player.java
modified:   src/event/control/PlayerControl.java
modified:   src/game/GameLoop.java
modified:   src/inventory/Inventory.java
modified:   src/userInterface/OverlayManager.java
modified:   src/userInterface/PlayerStatsOverlay.java
prettier inventory display not functional yet
toward the handling of specific item textures

modified:   src/entity/player/Player.java
modified:   src/game/GameLoop.java
modified:   src/inventory/Inventory.java
modified:   src/item/Item.java
modified:   src/item/weapon/LaserRifle.java
Preparing doors
tiny bug fixing and moving inventory
modified:   src/item/weapon/LaserRifle.java
renamed:    src/inventory/Inventory.java -> src/userInterface/Inventory.java
fixing a dependance issue

modified:   src/entity/LivingEntity.java
trying to handle textures in LaserRifle

modified:   src/item/weapon/LaserRifle.java
Closed rooms are leak-proof.
handling laserRifle texture in Inventory

new file:   assets/textures/laserRifle.png
modified:   src/game/GameLoop.java
modified:   src/item/weapon/LaserRifle.java
modified:   src/rendering/TextureManager.java
modified:   src/userInterface/Inventory.java