+ camera stuff (incomplete) + block stuff. block have FOUR neighbors now. UP, DOWN, LEFT, and RIGHT.
BUGS. + camera_print ~ camera x,y definitions + camera_zoom.

I'm getting things added.
There are still SERIOUS bugs.
I wanted to make a commit of the first working feature I have.
Zooming out currently works (press G, and then use the scroll wheel: either scroll up or down. I forget which way works. scrolling the wrong way will immidiately crash the program.)

I'm fairly certain that the main bugs are one of the two:

- camera_print printing outside the bounds of the surface
- camera_check getting stuck in an infinite loop because the scale never changes

These are easily solvable problems. No sweat. These should be taken care of by the end of the weekend.
^ camera_check() (starting to work) ^ camera_print() + block_fill_half_vert() + mouse pixel (for visual framerate indication)

- camera_check will now properly check the camera parameters and zoom in/out if need be. PANNING DOES NOT WORK YET.

- camera_zoom_in() and camera_zoom_out() are starting to look better. They now allow the user to zoom in and out (I will need to add some default children terrain generation).

- camera_print() is not much mor logical and lends itself more easily to printing on different sized screens.

- there is now a pixel under the mouse pointer. This is to visually see how far behind the pixel lags the mouse. It is a helpful indicator for how slow the framerate is at any one moment.

- block_fill_vert_half() is a function that is meant to be a development tool for testing smoothing filters and whatnot.
+ pictures + strangeverion: tom_clancy. color is now printed in "greenscale".

This was fun to mess around with. Try zooming out (to generate random data) and then pressing s twice.
you will be filter the random noise and you will see a night-vision-esque image of the elevation.
untested: ^ block_generate_neighbor(). BLOCK_NEIGHBOR_UP has been written. I have no idea whether or not it works yet.

I'm going to be testing this first thing by writing a block network visualizer. I might try messing around with multiple windows.
+ color_mix definition. + draw_rect() started Print Network Hierarchy (not done yet)

-I moved block_print_to_file around in the source code (just organizing)
- organizing the spacing between functions in block.c
bugs! + block_print_network_hierarchy() + color_mix_weighted() % some things with block parent generation.

- BUG: it seems that when you zoom in, and then back out, the parent gets reset. It is as if when going from child to parent, there isn't a proper check to see if the parent already exists. Either that, or the child wasn't properly told who its parent was when it was generated...

- block_print_network_hierarchy() is working as far as I can tell.

- color mixing is also seeming to work better. further testing would be good. testing isn't really complete.
% zooming out no longer re-writes parent elevation data
added multiple windows. the game runs slower and it seems to be somewhat buggy. + pictures
added tree generation picture (and renamed some pictures)
nothing
moved linker settings into project .cbp file. keep the /include/ and /lib/ paths out of the project folder. keep those on your own machine.
^ build options for linux
every block has a pointer to a texture. Textures are only updated when necessary.

A problem that will have to be addressed evetually is that, if left unchecked, the program will generate textures for (possibly) a very very large number of blocks.
The program could allocate textures for every block the user generates (and could make the graphics run out of memory).
This is obviously a problem.
Merge branch 'multipleWindows' of https://github.com/jensenr30/FractalMap into multipleWindows

Conflicts:
	bin/ReleaseWin/error.txt
^ project file
Merge branch 'multipleWindows' of https://github.com/jensenr30/FractalMap into multipleWindows

Conflicts:
	FractalMap.cbp
^ project file AGAIN
this commit should have all the project settings correctly configured
Merge branch 'multipleWindows'

Conflicts:
	graphics.c
	graphics.h
	main.c