A Matter of Meshes
 
Today, I beefed up how the client loads meshes, instances meshes, and displays them on screen. Previously, I had mesh object handles based on their location on the voxel map, but that could become difficult/messy to keep track of when maps start getting changed regularly or if I start layering objects, so I fixed all with dynamic allocations as needed-- which means I also won't be limited to region sizes, and could create regions as large as memory would allow.... but, for gameplay purposes... I'll keep that simple.

Additionally, I also laid out the groundwork for interaction between player and map.