Implemented a basic & buggy console & commands subsystem.
Implemented a very primitive blocky sky & clouds.
Improved logging & configuration facilities.
Implemented platform manager that can identify running platform & frameworks.
Added vsync & fixed timesteps options to config.ini.
Log targets are now also configured in config.ini now.
Added an engine.log file log-target.
Fixed a bug where chunks in cache-range were not lightened as expected.
Added cache-range checks.
Improved Chunk's and Block's string representation.
Fixed issue #18 where view-range value was incorrectly used when calculating cache width and height. Instead cache-range had to be used and fixed so.
Fixed Chunk.FastSetBlockAt() so that minus world coordinates also work. ChunkCache.GetChunk is also fixed for minus values. Player is now spawned at 0,0.
Moved chunk statistics calculation to ChunkCache.Draw() - finally the values are preserved, which eventually fixes the chunk debug graph bugs.
Added chunk removal queue debug-graph.
Fixed a tiny capture mouse & mouse visibility bug.
Moved ini-file based config-classes from Engine to Client project. Engine is now free of both Nini reference and the ini file itself. The actual game can do what-ever he wants when he supplies parameters to EngineConfig.
The Engine ctor() will now throw an exception when additional instances created (Discussed in issue #43).