switch tile breakage call to a point query. this makes wall deletion

way easier
when a player is created on the server, fill his inventory with 2 torch

stacks and a wooden pickaxe
give the main player body more mass so there's no tunneling
spawn players overground instead of underground

player physics object needs a lot of tweaking...

only set the wall type at world generation, of ones we modify, sky area
is of course null wall type
make a head shape
privatize most of the quad tree member functions..
supposedly implement QuadTree::queryRange function..
make queryrange take a pointer to a list, not a ref
fix cpBB usage and how it pertains to quadtree, i had it backwards..
try a differen qtree implementation :/
more quadtree attempts..gawd
add SpatialHash.

die quadtree, die. I couldn't get it to work right anyways, but even if
I had, it'd still have inherent, big disadvantages.

Going to implement a spatial hash using an unordered map and such..
spatial hash seems to be mostly "done". now just to implement tests
create UnitTest class, make --test-spatial-hash param, fix insert() crash
make the test query the entire range of the hash..
spatial hash range query takes a pointer to a vector now, for results

avoids copying too
take object size into account in spatial hash range query
add 2 more unit tests for spatial hash

so far there are 3 tests, only 2 work though. the last one
is trying to set an item's size to be big, but the query only hitting
part of the size. it should of course, work. but it doesn't.
third unit test for spatial hash works properly now

it seems to take size into account just perfectly.

the issue was if an object was bigger than the cell size, thus
spanning more than one cell..it had no concept of that.

but now it does!
add vegetation (tree) generation. doesn't do much

and it's client-only for now. first i want to work on sending the
tilemap gradually..