Refactored Inside / Outside corners to take specific arrays of depths.
Point is that I can't guarantee the constraints I was using before (wrt
corridor wall edge blah blah). Point is, fixed up the outside-corner error
where they were not looking right. Seems to be working now so yay! Next
thing: figure out the null reference exception on small room cubes
Made the small room cubes work. That said, it looks kind of weird as is -
if I have time, I should really look into making something smarter to
handle these cases a little more cleanly. For now, I think it should
almost always be navigable.
Random cubes! :D May need some tuning later, but should be absolutely fine
for now.
Two changes: one small, one very very large and not quite working:
1) Added a hacked in screen to the beginning of the game that will
(ultimately) say "RogueCraft - Any Key To Start". In essence, it just
disappears after pushing a button then never shows up again. Just for the
demo.

2) Added all the crazy chain of calls necessary to destroy a block, and
uncover its neighbors. Theoretically. I haven't tested it other than
finding somehow the final end of the chain (the actual GameObject cube)
is, for some reason, not getting a proper reference to the cube object
that tracks the parent for destruction and such. I'll poke around with
that later.
Didn't really change anything notable, just removed an extraneous script
attached to ore prefabs and pointed the code that assigns cubes to
MineableBlock scripts to the correct one. Just saving this work asside,
because I'm about to screw around and vastly refactor Wall Block code to
see if I can make things a bit cleaner and nicer (other than eating a bit
more memory, probably)
Fixed a number of bugs related to destroying blocks on walls. Should be
good for walls inside main rooms now - need to test corners next, followed
by door walls, corridors, and small rooms. That said, since only walls
have any functional difference in what gets displayed / not, even if there
are bugs we shouldn't witness any behavior from them (which is actually
probably bad, but w/e)
Fixed up remaining bugs (or, at least remaining VISIBLE bugs) related to
deleting cubes. Things seem to be working now, yay! Also, added another
light so things didn't look quite so gloomy. <3
Fixed up boss-room placement so it is always at a dead end, and the
starting room is always adjacent to it. This seems like a reasonable
approach - we can always change it if necessary, of course.
Fixed up a few older features that were kind of messed with for debugging
purposes. Should be a lot nicer for presentation.
Merged Aric's Sprint 4 with master