pass modelmatrix as an attirbute for entity renderer
steps towards no longer doing geometry so heavily..

instead, we would rather upload a matrix (even though it is more data),
not that it matters. this should allow rotatoin in anything easily, as well
as translation, and no need to change geometry itself.
incorporate origin offset in entities
example of rotation being applied properly (after translation)
rotate now every tick, great for seeing if it works right

also rotate properly..needs to be offset by origin though
offset rotation by each sprites origin, instead of hard coding

and default each sprites rotation to the center
all sprite types should now have rotation animation

cleanup a bunch of code around here as well.
dropped entity rotation works well now, seems.

though when items are dropped they seem to lose their origin attribute
no longer pass z to things, fix z for dropped entities, was getting culled
oops, forgot to apply the origin fix to registerDroppedItem in renderer

now gets the origin proper
remove dropped item blue test color
Merge branch 'master' into sprite-rotations

Conflicts:
	src/client/quickview.cpp