Sorry, no witty commit message today.
Streamlined Game updating.
* You now override update() instead of tick().
Continued the interface formatting crusade.
Networking:
* Renovated packet receiving.
** Is now buffered; You must now call IHost.receivePackets() on the logic thread to receive your packets.
*** NetworkGame does this for you automatically.
** Handshaking should probably be renovated, too.
* You can now assign IPacketListeners on a per connection basis.
* IPacketListener now only accepts 1 packet at a time.
* INetworkMaster is no longer an IPacketListener.
** Neither is IPacketHandler.
Removed constructor cruft in Component.
Created PositionedComponent.
* RenderTicketComponent now extends it, instead of RenderComponent.
Texture rendering is no longer done during the prerender stage.
Created IFramebufferTexture.
* CameraTexture now implements it, instead of ITexture.
Removed delta argument from IRenderable.render().
* If you want a delta calculation for rendering, override preRender().
Renovated Material.
Renovated rendering lifecycle. Also, Game.preRender() and postRender() are now called.
RenderableObj:
* postRender() is no longer called from render().
* Moved logic over to preRender().
Renamed Texture to TextureAsset, to prevent confusion with ITexture.
Added wrapper methods for GLProgram.attachUniform(), that accept float[] or int[].