simple traversing of one level octree
fixed bugs with pushing logic. multiple levels can be be pushed into
added simplistic normal detection for lighting
fixed popping logic for proper traversal, basic diffus elighting, messed with different random octree data
added per-voxel normals in test and sphere surface
added simple reflection on octree surfaces
setup basic test for passing chunks to GPU for rendering, with support to stop descending when we hit a chunk w/o a valid chunk pointer
matching engine work