Update the non-mutex Claimable.
Re-enable lockless claiming, edit out dodgy comments.  Right now this gets a lovely desync; I need to try flattening the polymer...
Start work on non-heap monomers.  Incomplete and won't compile (I haven't changed the enumeration workers to refer to the new monomers correctly yet).
Most of the polymer change compiles now, but I need to fix the cache test (arguably the most important bit :P )
Get a successful compile and polymer cache test, but a segfault on the main run...
New, useful polymer debug (enabled for the landscape cache for now)
Some more elaborate debugging.
Wall off the unused polymer iterator stuff (delete?) and fix a stupid misnaming in the PolymerChain extend() method (why didn't gcc warn me about that?!)
A little extra debug in landscape_tile
Tell the difference between null terrain features and other errors
Start work on templated Claimable.  For now, this will break everything :P
Change the polymer's unassigned value to be a template parameter (this will allow me to only cite it once)
Merge branch 'template_unassigned' into concurrency_fix
Start work on enabling the templated Claimable and associated stuff around the codebase.  Very, very incomplete.  This is a big change.
Make AFK_Claim and AFK_ClaimShared one thing; I'm really going to need that in shape.  Still WIP though, still need to edit the shape module (and there's the hanging question of whether it turns out I can pass Claim objects out of their factory method correctly.)
Continued WIP on Claim/Claimable.
Get rid of silly enum class claimable flags, and make the landscape compute and draw stuff go through the cache to update yreduce information.  Still doesn't build, though: I also need to fix the thread IDs, amongst other things...
Merge branch 'master' into concurrency_fix : thread allocation stuff.

Conflicts:
	src/async/async.hpp
	src/core.hpp
	src/data/polymer.hpp
	src/shape.hpp
	src/world.cpp
Merge branch 'master' into concurrency_fix: trailing DISPLAY_THREAD_ID

Conflicts:
	src/core.hpp
Continued W.I.P. ...