* We now have a procedurally generated normal map for the water, that is created from the water heightmap through D3DX11CreateNormalMap or smth like that, can't remember exactly what it was called.

* Fixed a reeeeeeeally old bug which caused normal artefacts on some surfaces that were facing negative Z axis.

* Tweaked a big bunch of values in the water shaders. Looks pretty cool now.

* Created a new material for water.