little bit of starting/shader code for particle renderer,

not in use though, i'll get back to this later.
don't initgl on particle renderer as it's broken still.
add fluidcell, object, modify spatial hash to incorporate Object(s)

fix critical issue with sprites accessing a null pointer when they're moved
which *was* happening, but didn't do any damage (that i noticed).
fix object set position, check for nullptr spatial hash
more fluidcell completing..
utilize glm::vec2 instead of x, y floats for Vertex in spritesheetrenderer
add swizzle define and force inline for glm, in game.cpp
yeah, so much for swizzle...seems hacky, glm's imp of it.
spritesheet renderer, use glm with uv
fix vertex array binding in tile renderer (just redundant)
fix redundant tile renderer binds
cleanup code where i was setting the vao up every single frame (gui renderer)

i did it previously because i couldn't get it to not throw an error without
it, but now it works fine, so..whatever i did, worked ;p
switch to core 3.1
update readme