Add assembly sources to git
This might help: divide an arbint by a uint64
now with fewer midnight-isms
Render part of a document (incorrectly) on the GPU

In order to get QuadTrees working, we're going to need to
render small "parts" of a document individually. The way this works
is that, when calling RenderObjectsOnGPU, we now pass a range of
object IDs. The ObjectRenderer will then find (in O(N) time, sadly)
the range of indices needed for that object type and then render those.

Béziers, and other objects which rely on the ObjectID on the GPU being
correct might be broken by this (in some cases), though if so it shouldn't
be too hard to fix by passing an offset in as a uniform.
Render object range on the CPU
Some initial QuadTree goodness.
Horribly unreliable Arbint's and Rational<Arbint>'s

Changes from before: Arbint's use a division algorithm based on bitshifting.

So, you might get a random segfault (if you scroll you will definitely get a random segfault)
and pretty much every single operation with Rational<Arbints> gives you an accuracy warning...

And yet somehow I can render a Bezier. Really slowly.