circle rendering works great
port ActiveChunk to cp
stop deleting the chunks for now, causes crash because i'm doing it wrong
fix threading issues with physics renderer

however, this means that when physics rendering is enabled, that the
renderer (client) thread will wait on the server thread. Since they aren't
necessarily in sync, it ends up creating a bit of lag. and it indeed means
that rendering so many objects can slow it down, and thus the server has
to wait on the client thread.

i suppose this isn't a big deal since it's just for debug, but it kinda
annoys me. going to see what i can do to help it.
only push the physics debug renderer geometry every 5 seconds or so
more cp porintg and b2 removal, player now has cp body and shape

jumping "happens", but doesn't check jump contacts since we have no
sensors implemented yet.

for some reason the renderer seems to render circles much larger than they
are. i'm not sure if it's the renderer or not, though.
fix physics renderer rendering circles 4 times larger

debug statements will be the end of me, i'm telling you..
reinstate (poorly) x player movement. it ends up tunneling through tiles

though, so it seems to need some changes from box2d to cp..
fix shape count in debug menu
fix build errors
player jump contact checker works!! it's way easier than box2d even

way more clean and allows me to condense more instead of globalize.

fix chipmunk header includes some more *sigh*
m_canJump -> m_feetOnGround
decrease physics debug rednerer refresh time to 500 ms, from 5 seconds

it can handle that much.