set and applied code formatting rules for script files
reduced perlin noise recursions on the terrain (#32)
more sparse tree distribution, use (0,1,0) as the up vector for
generated trees instead of the terrain surface normal (#32)
Added a first empty and uncontrollable player entity, refactored the C#
project structure (#33)
Added copyright notices to the source files
Implemented a CharacterController class to enable some first walking around, closes #32.
Adapted Model->Universe renaming
(Also added Mod/ModDomain to LocalScript and adapted Host/Local-merge)
Restructured the .Net project to better reflect the new engine API
Removed obsolete entries in the scripts package
Removed specular lighting term from pine tree leaves
Removed Main() func from HostScript to allow running in MonoDevelop
Implemented basic digging, closes #29
Adapting changes in the rayquery API.
Added digging constraints and building functionality
The digging constraint cube can now be moved and scaled via up,down,left,right,PgUp,PgDn,+,- keys
added NaN checks to catch broken rayquery results, fixes #37
- An active region is generated around the player spawn.
- Fixed a bug in the CharacterController resulting in engine assertions.
Added a simple crosshair, making digging easier.
Refactored the digging logic into a new DiggingController class (#34).
Fixed an automerge error.