Slowdown fixed, profiling added, high-res DISABLED. See more details.

The slowdown only occurs in Chrome to my knowledge, where it did not prior to 7/16-7/18 or so 2013. Something in a Chrome update must have resulted in much more limited canvas caching capabilities (maybe some speed optimization for which our many-canvases is an edge-case). Regardless, I've disabled high-res caching for now, and though the problem was also occurring at low resolutions, I implemented a fix for that by ignoring the caching of sections without data.

As a part of debugging the issue I added a simple timer for profiling.
Usage:
time.start("a timer");
//do stuff
time.stop("a timer");
time.report();
Button class added. Interface code generally strengthened.
In particular, the interface now directly manipulates leaf elements rather than parent elements, and children cascade clicks and the like upward to their parents. I'm pretty sure that's a better way to do things. ...Probably.
Tons of interface code. The minimap is back, too!
For now, the only person who plays Trails Forward is The Doctor. (Well, the tenth one, anyway.) The Contracts button is not yet functional.
changes to dataController and friends
small changes to controllers
switching to master to pull Nicks stuff
switching to master
Forest tilesets, factory improvements
post merge
Removed unused image file in assetmanager.js
getting png
Merge branch 'impact' into dev
changed to proper map get funciton
New tile data interpretation go!
added type to resource tile type
Tile interpretation improvements
main rect request size
Merge branch 'impact' of https://github.com/tufts-LASER/Trails-Forward-server into impact
Removed now-annoying debug messages
removed printing on tile get