We are actually getting somewhere!

- Client doesn't keep world saves anymore, instead streams from the
server
- 60fps limit is enforced
- Removed reminants of Nifty code
- Completely removed SpiderMonkey from the code, replaced with Tier4
(Crimson's networking solution)
- Finally aligned the tiles to the world coordinates
- Increased render radius
- Began replacing old messages with new Tier4Packets (much more
efficient and don't have a tiny size limit!)
- Replaced callables with ITask
- Reorganised the main menu
- Cleaned up the InputSystem
- Replaced the item placement system
- Added pause menu
- Fixed memory leaks in client and server (not deleting the mesh
properly. Come on jME...)
- Client never generates or preloads the world. This means slightly
longer loading times but doesn't clog up the disk with terrain pieces
for each server the client connects to