Multi-threaded and coroutined world generation. This should speed up world generation just a little bit and make the framerate just a little bit smoother while generating. However, the main cause of any slowdown is whatever Unity does when you first set the collision mesh, because it blocks the main thread until it's done. I'm still trying to find a workaround.

Rearranged and resized some of the UI.
Moved the camera's default position.
Flagged the MeshCollider on the chunks prefab as convex to slightly speed up the collision mesh generation.
Generalized some of the things the different panel controllers did. Now the ControlsPanel and GenerationProgressPanel inherit from PanelController.
Pulled ClampAngle() out into a static Util class.
Added ranges to several variables.
Made some methods public instead of private.
Removed an extraneous file.
Added a line to preload all newly generated meshes in VRAM even if they aren't immediately visible. Prevents stuttering if/when a mesh first becomes visible.
Added lots and lots of documentation that was missing before. Still a little bit more to do.