Moved the saveMarked queue over to the SetQueue system
- 4097 max capacity
-- Stores Cubes (SpoutRegion + SpoutChunk both extend Cube)
-- 4096 SpoutChunks + 1 SpoutRegion
--- Adding the region means save the entire region

- The save queue no longers uses TripleInts as the element

- The isValid() method in SetQueue checks if the chunk is loaded
-- ensures no unloaded queues are returned from the queue

- fixes a possible bug with generation where new chunks weren't saved
-- They were setModified, which triggers auto-save later
Moved the unload queue over to the SetQueue system
- Chunk unload is cancelled if the chunk is observed
Used setModified instead of save
Prevent incorrect warning spam
Fixed bug where oldMaterial was not passed to the physics queue
Removed the rendertexture debug code so that GL20 works again.  
Compress chunks after generating
Exception handler
EXT Fallback for non GL30 cards.  
Working on framebuffers gogo
Added max supported GL version to debug output.
fixed loading wrong shader
Playing around with render textures
Fixed line endings (hopefully)
Moved population queue over to SetQueue system
Moved the chunkObserversDirtyQueue to SetQueue (+ LFCR grr)
Fixed render textures.  
line endings
Shrink physics UpdateQueue arrays after they have been filled
Apply splitimpulse.

This setting will have Bullet "split" the impulse of movement in the
simulation's solver which has shown to make callbacks, especially ones
with high energy, more consistent and smooth.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Improved RAM usage (more CPU)
Fix NPE, render need activePlayer != null
Moved physics local/global queues over to SetQueue system