TileSystem v1.0.0: single depth tileMap + TileSet loaded from png file with fixed sprite size
Planned v1.1.0: double depth tileMap, foreground will work as current tileMap does,
                background will be slightly darker and drawn first
TileSystem v1.1.0: double layered tileMap: background is drawn first with the same sprites as foreground but darkened by a shader.
Planned v1.2.0: chunk-based tileMap loaded from a file with buffering and unloading upon moving out of center chunk.
Basic chunk ram management with basic camera system (not entirely functional)
Chunks now draw at correct offsets from previous chunks (previously they all drew at 0,0 and thus overlapped)
Formulae modified to adapt correctly to screen size, only works on perfect multiples of 1024 :/
Camera centers correctly :), position setters and translation need testing
Camera class created inside World for increased clarity
Missing file for last commit, sorry about that
Merge remote-tracking branch 'origin/develop' into feature/tileSystem

Conflicts:
	client/inc/Cvar.hpp
	client/inc/Menu.hpp
	client/src/Cvar.hpp
	client/src/Menu.cpp
	client/src/main.cpp
	common/inc/Cvar.hpp
	common/src/printv.cpp
Added control hook to move the camera around
Refactoring + camera detects when it should load new Chunks
Prevented redundant calculations related to the visible Range.
Quirky chunk unloading, pretty broken honestly. The offset bug has resurfaced.
Chunk loading and unloading working as intended upon camera movement
Fix an issue with valgring version retrieving
Merge branch 'develop' of github.com:izissise/PFA into develop
Merge branch 'feature/tileSystem' into develop

Conflicts:
	client/src/ClientMain.cpp
Merge branch 'develop' of https://github.com/izissise/PFA into develop

Conflicts:
	client/src/ClientMain.cpp
Merged procedural and tileSystem into develop
Repaired Surface generation
changed some unsigned to int, cleaned and optimized the code