* Initial commit for project
* Created TIle class with method for storing arbitrary data.
* Created a text file to store strings used by the game.
* Added a region construct to handle volumes of tiles
* Created utility classes
* Refactored TIle so that TileData is a seperate class
* Refactored TIleData to use ints as an index instead of strings
* Created a field registry for TileData field to prevent conflicts between fields
* Created a registry for tile definition
* Fixed compile time bug
* Added lwjgl
* Expanded Tile defintions
* Created part of the voxel rendering system
* DIsplays a green mesh that can be viewed from multiple angles
* Refactored rendering code to be more general
* Added utilities to convert ints and floats to byte arrays
* Commented rendering classes
* Added testing for floats
* Added coordinates and direction to the utils
* Created a renderer for colored blocks
* Collections of TileInfo's can now be drawn to the screen
* Renamed packs with gpvm
* Added rendering system on an independent thread
* Added part of the ma generation system
* Added the map to the rendering system.
* Added some thread safety code
* Set the rendering system to display a sample grid
* VertexArrayBatch now saves the state of the client attributes
* Registrar now does some things and check to make sure writing is allowed.
* Added preliminary code for rendering regions
* Added various utility methods to classes
* improved the locking detection for the threadingmanager
* Replaced IntMap with HashMaps
* Commented all uncomment methods and fields
* Added listeners for the TileRegistry
* Added a frame to view the contents of the Registrar
* Added information panel for the RenderRegistry
* Added events to the RenderRegistry
* Tiles are now rendering
* The map now consists of a single region with grass on the bottom layer
* Added loader for data files
* Added YAML loader
* Added the begins of the modding api
* Added support for loading modinfo files in the working directory or subdirectories