Speedup getBlockNodeIdMapping by up to factor 4 by using a fixed size mapping array
Speedup getTileInfo by up to 30%
Use memset for flag initialization (compiler optimization is way better)
use temp variables instead of recalculating array index
Speedup attachement handling by replacing vector search by direct array access and secondary child lookup vector
Avoid doing a full material compare if not even first texture does match
Don't keep temporary images in RAM
Minor fix in check order
Remove emerge and speedup addArea by using memcopy instead of one by one assignment
Remove MapVoxelManipulator not really used by anyone