tile renderer make the wall tiles darker (in code only)
fix quadtree so it isn't filled with hacks, and we don't crash ;)
fix crash when placing an item
get ready to create a tool (pickaxe in this case).
don't show the equipped item changed tooltip if selected item is null
more additions to the pickaxe/tool handling
remove some redundant calls to gl in tile renderer, buffer calls..
send the world time over the network now, including hour/min/sec

it will only send to a client when they joined, because we don't yet
change it at all, just tick it. and since it ticks at the same rate..
use filtering on gui textures, fixes inventory renderer
clamp the gui texture loader, wrapping is bad, mkay?
if the pickaxe is equipped, do block breakage..
switch tile breakage call to a point query. this makes wall deletion

way easier
when a player is created on the server, fill his inventory with 2 torch

stacks and a wooden pickaxe
give the main player body more mass so there's no tunneling
spawn players overground instead of underground

player physics object needs a lot of tweaking...

only set the wall type at world generation, of ones we modify, sky area
is of course null wall type
make a head shape
privatize most of the quad tree member functions..
supposedly implement QuadTree::queryRange function..
make queryrange take a pointer to a list, not a ref
fix cpBB usage and how it pertains to quadtree, i had it backwards..