remove player physics altogether

other stuff like tiles are there for now, until i can get this working
beginning of plain euler integration for entity

right now, we just care about player. it doesn't work, in case you were
wondering ;p
add vec2 qcdebug overloads
no longer silence qt warnings..doesn't seem to be saying anything right now

it used to be some annoying non-us problem though, i remember.
add time nsecs to debug ou tput
use uint64_t for ntime
add assertion for out of range server send large world chunk
add blockAt function...we need to use this instead of all that other

shit. far less error prone, less duplication.
comment improvement (a todo)
fix index assertion logic screwup -_-
clamp velocity to..something
placeholder collision code

and off to bed
or you know, actually compile before hand.
get further towards processing collision, i believe.
quiet spritesheetparser debug a bit more, now that it works well

also document about how hot the path is for frame lookups(hint: very)
right arrow movement moves at a decent speed now

no friction though, so it's infinite. and no collision yet :(
minor collision attempts
enable width/height usages to properly work, at command line for

res/winsize setting(e.g. my laptop is too crappy to have anything more than
1366x768)
woo, left/right works as well as collision on right only

even works if our speed is way faster than what our needs will ever be
for the player. at least, horizontally.
gravity sort of kind of working, and not falling through world thus far