Initial import.
Changed where the makefile put test noise output.

-Peter Mawhorter
Added .gitignore file.
Updated most things to work with various typed coordinate structs
instead of raw x/y/z numbers. Also implemented a new system for managing
VBOs. Things compile now, but the new system doesn't work yet.

-Peter Mawhorter
Lots of additional files. Started sketching out physics but found I
needed lists, octrees, and bounding boxes. Moved to a managed tick
model. Implemented a linked list class as well as bounding boxes and
most of octrees. Still a ways to go until we get physics though.

-Peter Mawhorter
Another bit of progress towards working entities. Seems there's a bug
with foreach (possibly empty-list-related) though. Also set up a build
path for separate test and main builds (the main build is broken atm.
'cause it uses test functionality though). Finally, enabled face culling
since all of our terrain faces are properly vertex-ordered now.

-Peter Mawhorter
Outlined entity spawning. Support for dynamic entity declarations should
happen eventually, but for now we're using statically-defined entities.

-Peter Mawhorter
Added a lot of information to entities; rewrote lists to be array-based,
and made the octree implementation mostly work (there's an outstanding
about where to store the objects, and the actual collision detection
code that will walk it isn't written yet). Also added some impulse
manipulation to ctl.c, so controls are close to working as soon as
physics does anything.

-Peter Mawhorter
Got basic input stuff working, and moved from GLUT to GLFW as part of
that process. Now you can fly around on a plane within the world
(collision detection isn't in yet though). Fixed a nasty bug with vyaw
in vector.h as part of that work. Still need to fix up
first/second/third person cameras as well.

-Peter Mawhorter
Got the basic views working.

-Peter Mawhorter
First-pass of entity-terrain collision code. It's a start, but it's
buggy. Some print statements are committed here: they're the start of
the debugging efforts.

-Peter Mawhorter
Implemented AABB-based physics, but it's a bit glitchy. The extra code
that should handle diagonals has some bugs in it, so I'm considering
switching to another implementation entirely.

-Peter Mawhorter
A working (mostly) physics system that's reasonably simple! There's a
bug where you can enter blocks diagonally though :(. Overall it's robust
and simple though.

-Peter Mawhorter
In the middle of some work on using velocity instead of impulses for
controls. Got collision detection working fully though.

-Peter Mawhorter
Implemented new velocity-editing model of input handling.

-Peter Mawhorter
Cleanup of various movement-related stuff; also fixed the water face
rendering bug and made translucent faces double-sided (so that you can
see the top of the water from below now).

-Peter Mawhorter
Added tinting and a ui module to support it. Also revamped the controls
once again (they're much better now).

-Peter Mawhorter
Updated the terrain system and added regional coordinates; messed with
rendering a tiny bit. Mostly terrain generation here, but chunk loading
is almost ready. It's buggy though :(

-Peter Mawhorter
The world is now infinite! Okay well we've got finite datatypes, so...
Anyways the basic dynamic chunk loading has been implemented and fixed
(including a vicious heap overflow bug with vertex buffer objects that
was creating nasty crashes). Thanks valgrind.

-Peter Mawhorter
Made some improvements to terrain heightmap generation, but it's still
not where it should be.

-Peter Mawhorter