Removed weird velocities near terrain edges by multiplying with a water height threshold
Now calculating average velocities in X and Z for pushing dynamic objects. Also calculating most of the dual coupling info within water sim class rather than asking the user to calculate.
Now using a private object to store attached variables that are related to water sim dual coupling
Fixed bug where obstacle texture is overwritten by masked water velocity
Vectorising shader channel selections using vector masks
Rigid bodies now affect water surface
Blurring water and obstacle maps to remove water flickering problems due to aliasing