shrink player foot sensor a bit
fix debugmenus izing and opacity
use debug thingy to display world body count
use a more reasonable tile physics initial generation viewport

it's a complete hack for now..doesn't take into account how much the viewport
can fit inside at all..
make client set the main Player's mouse state (position)

so that later on the world can query such a thing without having more
specific code everywhere
begin a journey of switching mouse handling over to world coordinates

the issue has existed from the beginning, because i would always just
do mouse calculations based on pixels it is on (integers), and passing
this to the server and letting it handle some calculations. Now, however,
I need to make this more elaborate as the previous approach had dead-stupid
-obvious failures.

so now the idea is to have the client get the mouse coordinates, unproject
them into the world; thus making them in world coordinates (this means
that zooming in and out just magically fucking works), then passing them
to the server. only issue being is that now i have to switch *all* of that
handling and from int to float vectors everywhere it is used. and pray
it works.

the client unprojects because the server has no notion of a camera, and
i don't believe it should.
fix FTBFS, but as a result of all these changes, block picking and

torch placement are now thoroughly fucked
rm a lot of (now) useless functions and some unused in World
fix issue with accidentally still casting the mouse world coordinates

to an int, which had..obvious repercussions.
wow awesome, torch placement somehow Just Works and now crosshair

block snapping/alignment. this is an eerie feeling
fix item placement code, basically just magically works which is kewl

after the mouse world coordinate refactor/transition
partially working block picking, but it only picks every 2 blocks or so
block picking in world coordinates (using the mouse in world coordinates)

now works..beautifully, i might add. and the code looks way cleaner as
a result of this.
send a way smaller chunk for when you break individual blocks..
fix jumping when standing still and holding space down not working

tl;dr reason being was that i was trying to send that info every client
tick, but it was in the handleInputEvents method..so obviously it would
only happen when the mouse/kb moved.