WIP add air component and possible handling. unfortunately

it fails presently because i do not yet have the player id's set properly.
need to port the initialplayerdata handshake to the new componentizer
functions from a while back..
Merge branch 'player-handshake-componentize' into player-air

Conflicts:
	src/network/packet.cpp
setup air syncing over network, propagate this to qml and get the image to

display right. it looks a bit better now, and it has an air percentage,
e.g. 96.23% air
round the air %
center air % inside meters, don't decrement if 0
ETA on air calculation works nicely now, and some layout fixes
add healthmeter and in theory, the network syncing for this to work
player health decreases now when out of air

not pretty design though..probably will want a healthsystem shortly. but for
now...

also tell the client to kill the player when at 0 health. right now
it shows the escape menu
player dead? don't listen to client movements, and don't send to server

so it's protected on both-ends from "i'm not dead i swear" stuff. the
client protections are of course just for being efficient to the server.
show a halfass semi-temporary death screen
add respawn button
Revert "properly move initial player spawning handshake stuff to componentized"

somehow this commit broke disconenct..reverting it piece-wise didn't work oddly.
gotta traceback and see what's going on here.

This reverts commit 8d4e5c5531ed775195eac557a3a71db8c20b1d8d.

Conflicts:
	src/network/packet.cpp
don't need playerviewport in spritesheetrenderer

set a nice default value for packetcomponent's id (entity id), so we know
right away that it shit itself before it shits itself even mor.
wow so apparently simply adding a healthcomponent makes it shit itself

just health though. any other component in any other order is fine. health,
despite being very similar to aircomponent, gets all the sadness :(
artemis tries a double free. maybe it's more cost effective for me to first
evaluate and then try and switch to entityx..it seems nice, maybe actually
tested better...
add entityx, gonna try experimenting with this...

even thoughh it, again, requires a lot of architectural changes. practice makes
better i guess. we'll see if this works out. still requires a lot of work,
including the ability to clone components into an entity :S
port all components to entityx, comment out everything that breaks it

now onto systems, one at a time..
spatial hash system builds..
break the build horribly in removing artemis and trying to remove references

to it here and there, even if it means commenting out code..
more build fixes..
more compile fixes, still have to fix packet serialization for components