Setup for grabbing and rendering chunks.  Going to only use a private
local chunk for testing so far.  Commented out the reference to
MapGenerator class in the MapChunk class (the fillChunk method that was
called didn't have anything in it at this point)
Created a test chunk filled with nodes, making flat planes, starting
optimization algorithm.
Added flashlight onto player
Scripting changes including planned access to certain java.* and javax.*
packages
Begin tedious(but not difficult) sandboxed API
Merge remote-tracking branch 'origin/master' into renderer

Conflicts:
	src/net/mosstest/servercore/MapChunk.java (resolved)
Evt and node position handling changes
Merge remote-tracking branch 'origin/master' into renderer
Changes with inventory semantics to require a player(or null for global)
to identify an inventory
Rid ourselves of useless files
Merge remote-tracking branch 'origin/master' into renderer
Added javadocs to and reformatted RenderProcessor.java,
Added RenderNode that extends Geometry so each node can be kept track of
Added system to keep track of MapChunks within Renderer.
Added basic constructor for MossNodeAddEvent, added listener for event
in the render thread
Testing MossNodeAddEvent, going on a wild bug chase.  Seems like the
boxes are too big and keep overlapping?
Start of nasty de-statification
Oh... who lives in an instantiable pineapple under the C?
This MossWorld is for the server, not the client. No renderPreparator
for me...
Perform scripting changes, handle runtime exception gracefully. Fix
javadoc typo
Finish scriptable database.