So this is what I was working on for almost a month.

- Removed heightmaps in favour of infinite terrain
- added new menus
- Rebuilt startup
- startup now has a proper configuration file
- migrated to server/client model
- removed debugCam option
- added an event reactor
- added DOF
- added water
- refined player sizing
- added a gui
- borrowed models from the worldforge jme assetpack
- built a new shader that supports height based terrain and lighting
(unlike others that I have seen on the net, it supports infinite light
sources)
- moved nifty into it's own viewport
- added render utils
- moved the wireframe processor
- rejiggd nifty's command processor to work over a network. Commands no
longer "run" on the client but instead get the output from the server
(still working on a way of pushing command effects to the client)
- input now supports basic crouching (doesn't show on the mp server
though since all it does is lower the camera at the moment)
- added sprinting
- added object placement (broken while the inventory is being worked on)
- added object destruction
- added swing animations
- borrowed some environment presets from the jME wiki
- added handlers for some of the nifty guis
- custom items are now supported
- 3 basic items have been added; logs, hatchet and torch
- torch sets logs on fire when used and has a "following" light source
- light follows other players holding a torch
- light pulses
- hatchet can destroy logs
- added packets
- added system for abusing spidermonkey
- added list of possible materials
- abstracted player into IPlayer and created ClientPlayer
- added dependency on the following libraries:
- shaderblowlib
- java_util_hashtable (from cliffclick's highly scalable java library.
Provides a non-locking concurrent hashmap)