First commit.
Has the starts of a region map system, and the tools for a heightmap.
Renderer and perlin noise up and ready.
Soft shadows done,
though they are useless at higher drop depths.

Ready to start modelling.
Split region.cpp into heightmap.cpp.
Cleaned up vector.

Time to start erosion.
Finished the fluids part of the erosion sim.
Next: finish debugging, and do hydraulic erosion.
Fluid simulation finished.
Runs, but does not work (black screen)

Things to add include:
hydraulic erosion
primative water shading
...
Water rendering problem mostly fixed.
Water may be flowing weirdly, hard to tell.
Greenlight for erosion.
Lots of stuff done.

Bug fixing in progress.
renamed.
Fluid simulation works, threaded too.

Erosion implemented. Has to be tested.
Erosion seems to be working.

Problem: screen flashes. Probalby due to scale().
Supererosion coded.

Changed transport to be separate.
No flow bug.
Erosion seems to be done.

Multithread functions moved into a single method.
Ready to move on: hydrology?
Finished erosion prototype.

Need to add layered erosion.
Incorporated 3D windows.

Erosion is now visible.
Must incorporate a smoothing function, in the form of slippage.
gpgpu files
Changes referencing a tutorial.
Trial of kernel operations succeeded.
colored water