initial commit investigating worldtree
more debugging output
merge with master
more debugging code
Merge branch 'master' of https://github.com/voxelinc/voxellancer into perf_issues_worldtree
Initial version of binary-divided movement
minimal adjustments to worldtreenode splitting behaviour
working, yet to some extent still optimisable movement-version done. physics missing
removed movephase, should gain a little perfo
some fixes, some performance-gainers weren't used correcly
preliminary version working again. Still to do: angular velocity-altering, cleanup in collisiondetector, backbundcing bullets
preliminary version working again. Still to do: angular velocity-altering, cleanup in collisiondetector, backbundcing bullets
intermediate state, in case someone wants to see this
Make it work on Windows (no word about linux here)
Add OnImpact / OnSpawnFail Hooks
Merge branch 'master' into hooks

Conflicts:
	src/worldobject/worldobject.cpp
	src/worldobject/worldobject.h
Only handle objects not scheduled for removal

in order to not produce splitoffs etc
Gamepad controls
added: select previous target
removed gun/rocket state
physics, damage reimplemented to fit with new impulse/damageimpact-style
update calculateCenterAndMass