SpoutWorldLighting fix(es)
- Simplified SpoutWorldLighting
-- never stops mid-chunk with resolving lighting
-- saves reloading chunks over and over
- removed chunk dirty queue bug
-- chunks were being lost due to mid-chunk resolve stopping
- fixed locking wrong
-- was putting hash set into infinite loop
Don't populate if the serrver is overloaded
Added custom view volumns for observers
Changed generators so that they generate entire regions at once
Adds a highestY variable to SpoutColumn
Fixed infinite loop
Moved the saveMarked queue over to the SetQueue system
- 4097 max capacity
-- Stores Cubes (SpoutRegion + SpoutChunk both extend Cube)
-- 4096 SpoutChunks + 1 SpoutRegion
--- Adding the region means save the entire region

- The save queue no longers uses TripleInts as the element

- The isValid() method in SetQueue checks if the chunk is loaded
-- ensures no unloaded queues are returned from the queue

- fixes a possible bug with generation where new chunks weren't saved
-- They were setModified, which triggers auto-save later
Moved the unload queue over to the SetQueue system
- Chunk unload is cancelled if the chunk is observed
Used setModified instead of save
Prevent incorrect warning spam
Fixed bug where oldMaterial was not passed to the physics queue
Removed the rendertexture debug code so that GL20 works again.  
Compress chunks after generating
Exception handler
EXT Fallback for non GL30 cards.  
Working on framebuffers gogo
Added max supported GL version to debug output.
fixed loading wrong shader
Playing around with render textures
Fixed line endings (hopefully)
Moved population queue over to SetQueue system
Moved the chunkObserversDirtyQueue to SetQueue (+ LFCR grr)
Fixed render textures.