Rename transform_position to pixel_to_world which is just generally a better description of what it does
Start implementing mesh generation from a TMX file
Implement new_submesh_as_rectangle
Make loading meshes from tiled layers work
Add a utils file for use with meshes loaded from a tiled map
Kill extra::SpriteGrid
Namespace that shizzle
MeshPtr should be a typedef for ProtectedPtr<Mesh> not std::shared_ptr<Mesh>
Add a constrain_to overload that takes an AABB - obvs.!
Allow passing down a tile render size when loading a tiled map