Mostly fix mesh queue

Signed-off-by: Jack Huey kitskub@gmail.com
Fix core meshing.

The problem stemmed from the fact that the queue system is not the dirty
system. This was done for performance and threading reasons: If the queue
drags out a chunk already wiped of dirty status, we don't want to redo
work. For SERVER mode this works fine, CLIENT mode needs us to manually
set state.

I also addressed some other quirks as well as oversights in grabbing
chunks. PRESNAPSHOT should never grab a chunk with a loadopt of anything
but NO_LOAD.

The only issue remaining now is in SpoutChunkSnapshotGroup, NPEs occur but
the chunks are definately in the queue now.
Signed-off-by: Chris Sanders <zidane@outlook.com>
Really fix the mesh queue stuff

Signed-off-by: Jack Huey kitskub@gmail.com
Chunks render, kind of (delete your worlds and data if you can't see them)

Chunk mesher wrong and incomplete
Temporary input (if anyone's looking for something to do, make this
correct!)
Signed-off-by: Aleksi Sapon <QcTechs@gmail.com>