Added algorithm system and Lightspeed compiler.

The new algorithm system allows us to express layers in terms
of the logic for exactly one cell.  The Lightspeed compiler
decompiles, inlines and recompiles the C# implementation of
each layer at runtime.  All in all, according to tests, this
is up to 350% faster than the current layer system.
Improved Lightspeed compiler to use refactoring library.

Added support for connected algorithms (untested).
Finished multilayer support and better border / half settings for algorithms.
Added verification checks into performance tool.
General changes regarding algorithm compiling.

Added built-in copy of generated code to verify same optimization is
used in CodeDom as the real compiler.
Added test in ProceduralGenPerformance to test modulo vs. bitwise add.
Fixed some bugs in the algorithm refactorer.
Cleaned up code.
Added template for new smooth.
Added lightspeed optimizations to perform generation in a single loop.

Added more layers for testing.
Started moving random number generation into AlgorithmUtility.
Merge branch 'lightspeed' of github.com:hach-que/Tychaia into lightspeed
Added AlgorithmUtility and start of LayerMetrics.

AlgorithmUtility puts the RNG into a static class.
LayerMetrics seperates the calculations of loop sizes and layer
boundaries from the compiler.
Changed InitialLand to Initial - now outputs value between 1 and 100.
Merge branch 'lightspeed' of github.com:hach-que/Tychaia into lightspeed

Conflicts:
	Tychaia.ProceduralGeneration/Tychaia.ProceduralGeneration.csproj
Added AlgorithmExtend.
Added some commenting and started on an AddPoints modifier for AlgorithmExtend.
Added extra comments and descriptions.
Committed all changes.
Got the world designer working for algorithms
More fixes for the algorithm world editor.
Added support for performance statistics.
Code cleanup.
Fixed micro character used in performance reporting.