fixed clustering algorithm bugs, needed to check all clustered tiles with all other tiles to find closest pairs
working low poly wall generation
fixed plane generation to envelop wall of tiles of different sizes, cubes are now stretched to cover entire wall, but will be cubic and same sized.

added the saving of uvatlasUVS to a binary file using a rectserializer class.

when models are loaded the tile textures are now checked on the genFlatTexTile component, if it's null then they are reloaded or rebuilt…. to get new textures we need to delete the textures and atlases in the folder, so maybe add a button for this in the iterator…

I would like to move the iterator object to a window, so maybe theres a menu option that creates the generator instance and the iterator object and a window that access of the properties of the iterator object, maybe we can use the same GUI code as on the iterator object…. just mirror it.
many bug fixes with regenerating and with preview generation, we've abandoned render textures and now just use the atlas as a texture.
First Step in creating the correct texture after the low poly plane generation process using 2 dictionaries and relative positions, we can map the relative positions of the tiles to the relative positions of plane segments.
figured out a method of finding a pretty good approximation of cuts and dead ends of the clusters so we get a more accurate model of the high poly tile room
modifying the triangle generation method of the low poly gen method to average 6 verts and transform these into world space… then we can get the closest block and use that to get the correct texture...
need to reapproach the issue of generating vertexes as we need multiple verts per quad to assign unique UV coords
New procedure for generating meshes works!  we now get 4 verts for each face, non shared, so we can set the correct UV coordinates...
variable atlas textures working, master texture working, destroy atlas and destroy texture buttons, checks in place for missing textures, and removes textures from original tagged prefabs that NEED TO BE TAGGED AS tiles
changes made to generate atlases and alter a material and save it and textures.
assigning UVS from the atlas now works BUT there is a bug, EITHER the uvs coords are off or the detection of closest object to the centroid of points is off, I think it is my centroid calculation.
Another BUG FOUND, because the genAtlas method attempts to add all textures ending with.png into a new atlas texture, the old atlas texture is merged with the current one…. I'm not sure how this works.
centroid calculation is working correctly and atlasing is working correctly, still needed is a bug fix for the atlasing combining itself with old atlas and the selection of the correct face and rotation of that texture by switching uv coordinates...
bug on line 183 fixed
fixing some bugs and adding the face dictionary functionality to correctly grab the correct textured side, still need to rotate it correctly now that it is selected… also check with a numbered uv texture series.
Believe bug is fixed by using the directions of each transform and comparing to cardinal vectors…. so easy after I looked at the api...