Sort of implementation of chunk sparsing

Issues:
* Chunks are flipped
* Slow/inefficient/badly coded
* Only blocktypes are 'compressed'
Performance improvements and chunk flipping fixed
Fixed some bugs

* Fixed undefined behaviour
* Fixed compression failure
Merge remote-tracking branch 'origin/master' into chunkysparsing
Speed and memory improvements

* Changed array to be continuous, so no more layer splitting
Nibbletypes are compressed

+ Added nibble compression
* Fixed an off by one
Blocklight and skylight now compressed
Attempt to fix errors
Statistic/Achievement defs
Maybe speed improvements?

* Use a single index to determine from when to begin copying data
* Use heightmap to determine first nonair block
Replaced all the .data() calls so the code compiles in VS2008
Mobs shouldn't burn when it's Raining #906
Mobs shouldn't burn when it's Raining #906
Mob Knockback is far too much #776
Merge branch 'master' of https://github.com/mc-server/MCServer
Rename mob source files to fit CamelCase.

Rename Cavespider.cpp to CaveSpider.cpp

Rename Cavespider.h to CaveSpider.h

Rename Magmacube.cpp to MagmaCube.cpp

Rename Magmacube.h to MagmaCube.h

Rename Zombiepigman.cpp to ZombiePigman.cpp

Rename Zombiepigman.h to ZombiePigman.h
Fixed references to renamed files.
Merge branch 'master' of https://github.com/mc-server/MCServer
Fixed class capitalization for the cave spider.
Changed cByteBuffer constructor to take a size_t instead of int.
Initial C++ SSL classes.