Cell/Block handling

- Unified coordinates
- Added World::insertBlock and World::clearBlock
- Refactored Block, World and Cell

Other changes:
- commented out tilemap, crahsing/asserting
- added windows.h include before opengl
vs2012, larger Kallio

some gitignores and a larger map
Graphics::drawString() recognizes line feeds

Fairly simple solution but does the trick for now...
Tilemap used again

* removed Block::determineTexName()
* changed UV upside down in Model
* commented cursor blink out in editor
* editor now shows which tile it's using
feeble debug attempt: removed line feeds etc
more hackery with json...
0 byte
[Editor] Minimap

* Added MiniMap class
* Added UiQuad class
* Slightly larger world
* Getter for Block type
* Fixed Cell::getBlock by translating the coordinates to cell local space
* Added getter for Cell position
* Using Vecs instead of x,y,z in many places
* Editor cursor now a simple vector, create the renderable in the render loop
* Added ortho projection support to graphics
* Minimap rendered when in help active mode. Minimap us updated by pressing
  'm' for performance reasons.
* Added a lot of glGetError() asserts in Graphics
* Added Graphics::scale
* Added Graphics::generateTexture and Graphics::setTextureData for
  changing texture contents on the fly
* - and / operators for Vec2i
* Added World::getBlockAt for convenience
* Added World::getMinCoordinate and World::getMaxCoordinate
[Editor] zoom

* Zoom in: page down
* Zoom out: page up
* Refactored editor a little bit
FileUtils now uses good old stdio
cleanup
Tilemap used again

* removed Block::determineTexName()
* changed UV upside down in Model
* commented cursor blink out in editor
* editor now shows which tile it's using
feeble debug attempt: removed line feeds etc
more hackery with json...
0 byte
FileUtils now uses good old stdio
cleanup
fixed crash bug when looping tiles
vittu
fixes #47: uv maps rotated 90deg ccw for blocks