create some stub methods for creating the tile physics objects
disable sleeping on the player body, probably better if it doesn't sleep.
create 1 initial tile object (static body). the idea is there, now.
minor attempts at fixing physics renderer, but what the real problem is

, is me not using meters for my units. next up, is doing that.
hopefully remove some hardcoded resolution stuff and use settings instead

this shows that i have *a lot* of work to do when it comes to handling
multiple resolutions.. sigh, and i'm not sure how to properly handle it.

terraria handles it in an interesting way..as far as most are concerned
terraria's res is static...but it expands the range of the viewport..
this royally fucks over PvP apparently. i've no idea how to handle this
nicely..
wow that wasn't bad at all..working good with different resolution

seems only the item renderer is broken.
initial starting of porting the librocket DecoratorSpriteSheet to

fully programmable pipeline. this decorator spritesheet is for rendering
the inventory and the quickbarinventory
works now, yay. not sure why it needs to draw..12 elements..it should

be 6, but any less than 12 and it won't draw properly. soemthing's up.
ah there it is. fix buffersubdata call.
set the viewport to the window size alone
begin condensing tile sheets into one tile spritesheet

since we no longer have such an ungodly requirement on art assets,
we can totally do it the minecrafty way. to accomplish tile meshing,
first i'll draw all the tiles everywhere onto an FBO, which needs only
1 texture to draw them all (1 spritesheet). Then I will draw the tile
meshing alpha masks onto another FBO, then merge  those together and blend
it into the scene. this should be awesome, as it means it'll do all
that shit programmatically and magically fucking work.
turning the 2d tex array into an array of tiles, each "level" 16x16
now use a 2d tex array for each individual tile, each layer being
16x16, this prevents us from oversampling and simplifies a lot of things.
which means tile rendering now actually looks quite good. it should also mean
we could use some kind of filtering as well. so there's that.

and Revert "begin condensing tile sheets into one tile spritesheet"

This reverts commit c5704187390b90e8aa1db7c01cd9f3d51c48ccd5.

Conflicts:
	textures/dirt.xcf