fix crash regression introduced by last couple commit(s)
astyle run and initial quad tree implementation

we're going to use this for a lot of things, so i'm going to spend
a good amount of time getting it right.

presently, it'll be needed/required for torches, we'll just have a quad
tree of torches in the world and find the ones that we care about, etc.
makes for quick and easy culling, though i have to make it generic
to handle dynamic entities, which is a shockingly more complex issue
than it may seem, especially since you need to take into the rect of the
entity, and is a problem with big ones. also, outputting the contents
of the quadtree and all subnodes and entities therein is going to be
interesting...
(precommit so i can work on it with my lappy)
lets try a hopefully better approach at this quadtree
more fixen
perhaps we'll try something else -_-

a grid based approach seems interesting. honestly implementing a quad
tree to respond how i'd like is way worse than a grid, i think.
and a grid in theory sounds better, lots of room for optimizations
that I can think of at least.
collision map/grid based map compiles
cleanup
initial implementation of entity rendering now, mostly a dupe of char

rendering, and implement a lot of things like entity spritesheet loading
etc. now time to make an entity sheet that contains a torch sprite,
so that i can render that puppy
check out my crappy torch!
some more setup for light/torch handling
start on light renderer and bring the torches into that

this will be rendering our lightmaps
modify the light rgba based on dist now
set lightmap height properly, now centered along torch
calculate distance/light properly
fix issue with rocket renderer making opengl thinking it needs mipmaps

even though i set levels to 0, turns out i need to set base and max
levels to 0 as well.

show whether debug keys are ENABLED or disabled
attempt at gl 3.2 context
glgenframebuffer...
now uses an fbo, but i can't get blending to work right, it just

overwrites the backbuffer for now :/
blend functions not working as expected :/
lets try a new approach to lighting...