Questing working in game; needs a bit of refining. Quests pulled from a single prefab, if there is more than 1 it will not work.

Signed-off-by: nh_99 <ifence9@gmail.com>
Merged with latest

Signed-off-by: nh_99 <ifence9@gmail.com>
Fixed the settings gradle to include questing.
Changed block IDs from byte to short.
Made 16BitSparseArray default. Fixes #410.
Fixed a small bug that made it so that any block you picked up after quests were finished would throw an error. Also fixed a nullpointer.
- use 16-bit-dense-array instead of sparse array as @mbrotz suggested.
version 2
Merge remote-tracking branch 'remotes/upstream/develop' into pathfinder2
removed redundant test
some tweaks
more fixes
bugfixing
bugfixing
bugfixing
Merge pull request #534 from skaldarnar/BlockIDs

Changed block IDs from byte to short.
Adds support for arbitrary (uniformly) sized texture atlases. Just adjust ATLAS_SIZE and TILE_SIZE in the Block class. Smaller tile textures get up-scaled, while large ones keep their quality.
Adds that the texture atlas gets configured dynamically according to the tiles being loaded when entering a world. This means... If there is one tile with a resolution of 1024x1024 px, the block loader will try to generate an atlas containing tiles with an overall resolution of 1024x1024 px. Smaller tiles get automatically up-scaled to this resolution. If that's not possible, the tile size is dynamically reduced until all tiles fit into the texture atlas. This should allow the creation of hires texture packs/mods just by overwriting the existing textures.

* Adds a new setting to the rendering config (see maxTextureAtlasResolution = 4096) which can be used to specify a maximum texture atlas size - if not all tiles for a given resolution fit in this atlas, the tiles get automatically scaled down until all pieces fit into the atlas. Since ultra hires texture packs won't work on all platforms with enough tiles being available, this can be used to unlock absurdly size texture atlases on high-end GPUs
* Removed 16x16 px size constraint for tiles
* Removed maximum tile constraint of 256 from the Block Loader class (no longer needed due to the dynamic rescaling of the atlas)
Adds that vertex colors in chunks get packed in one uint32 instead of 4 floats... Makes your GPU happy. I guess...
Adds some cleanups with regard to the Chunk UV layout.
Some minor cleanups and refactoring.