Vertical chunks and faceted world generation

We definitely need to get all this code done by Immortius and myself out the door before it becomes impossible.  This branch unfortunately could not be rebased,  so it has seen a merge from MovingBlocks/develop after the Gestalt changes.

Major changes from Immortius' original branch:
- All second pass world gen is functional using the facet system
- Many files moved to the core module to keep only what was needed in engine
- Integrating facet data with the rendering process
- Additional lifecycle for rasterizers to enable the 2d preview window

Things still to do:
- get some feedback/insight on the multiplayer story, there are block family issues on my machine. I feel there might be an easy solution, I just have not cracked open that part of the engine yet.
- Find a better compromise for flattening or reorganizing the WorldGenerator/World interfaces. 
- Overall code review