Changed block IDs from byte to short.
Made 16BitSparseArray default. Fixes #410.
- use 16-bit-dense-array instead of sparse array as @mbrotz suggested.
version 2
Merge remote-tracking branch 'remotes/upstream/develop' into pathfinder2
removed redundant test
some tweaks
Added textures for standard blocks.
* red and black tower stone are now new blocks
* cobblestone and brick are "neutral" blocks
more fixes
bugfixing
bugfixing
bugfixing
Adds some more fixes and tweaks in the World Renderer class.

* Fixes that "pendingChunks" was never reset to false and thus caused the chunksInProximity list to be recreated each frame
* Removes the no longer necessary chunk mesh disposal while adding chunks to the render queues
* Adds that chunk meshes get removed from the VRAM via dispose() when leaving the chunksInProximity list
* Renamed some enums for consistency
Fixes broken FBO error handling and removes exception if something goes wrong so the application does not exit instantly.

* Adds missing "GL_FRAMEBUFFER_UNSUPPORTED_EXT" error case
Adds flag to hide/show the hud to the config file as a debug flag. Also fixes that hiding the HUD or first person view elements via the H key could become inconsistent (first person view is visible while the hud is not and the other way around - and there was no way to fix it without touching the config file).
Added crops and dice textures.
* crop textures suffice for a 3 to 5 stages growth process
* classic white, red and black dice texture
- removed placeholder texture
* removed duplicate entry in plant.json (engine)
Merge pull request #595 from skaldarnar/lightAndShadow

L&S content (art assets)
Fixes that billboards were falsely treated as transparent objects - which they are not (they us alpha reject) and adds refractive water effect for default water blocks - aside various other water related tweaks. Most likely fixes #537.

* Water blocks are now translucent again using a slightly refractive effect (using the default texture for perturbation)
* Fixes that billboards were treated as non-opaque (so they were not rendered to the opaque scene rtt (and were thus not visible while looking through blend materials - like water)
* Removes that water became opaque while swimming - this is no longer needed
* Fixes that the fresnel term used for blending between the reflection and refraction target could become invalid
* Changes how swimming and water rendering is treated
Renamed some misleadingly called members and enum variables.
Fixes the completely broken Perlin Noise Map Generator class (there was break missing when choosing the chunk generators to use - so there were actually two worlds being generated on one chunk). Absurd! But I liked the dense forests... Maybe...

* Puts back my name in the header of the Perlin Terrain Generator classes
Fixes that only water blocks were treated correctly as transparent objects - will add real refraction support for those materials later on.