Changed block IDs from byte to short.
Made 16BitSparseArray default. Fixes #410.
- use 16-bit-dense-array instead of sparse array as @mbrotz suggested.
Some more safety checks for the PBO / eye adaption related issues on some platforms (see issues #495, ...).
Forget my last commit... Misread the issue. Undoing some of my changes that are not necessary.
Adds a lot of safety/null-ptr checks to the Default Rendering Process and some of the specialized Shader Parameters classes if some of the FBOs are not available.

* Adds helper methods for binding FBOs and FBO textures to the Default Rendering Process which check if the FBO is available beforehand
Fixes that the previous view projection matrices were not reset correctly since the recently introduced dirty checks (caused blurry screens without actually moving the camera).

* Adds some minor cleanups in the Camera classes
Tweaks some chunk updating and chunk rendering related things in the World Renderer class.

* Removes "maxChunkVBOs" from the config - keeping a minimum of 512 VBOs on the GPU now
* Changes that all chunk VBOs in the area are kept from now on instead of only those, which are in the current view frustum - removes constantly plopping chunks in distant areas while introducing a performance penalty on systems which are not capable of the selected viewing distance
* Fixes that the shadow frustum could never capture the shadows for the whole area since most of the chunks were either not available or not loaded
* Changes that all chunks in the area get queued for updates - and not only those which are in the view frustum... You don't have to keep looking in all directions all the time just to make sure the whole world is actually being loaded
Fixes typo.
Added textures for standard blocks.
* red and black tower stone are now new blocks
* cobblestone and brick are "neutral" blocks
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).
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