Ignoring profiler results and generated world files
Found a classic null access violation, we were referencing a member field that gets cleared during IsoSurfaceBuilder process.
Overhauled the algorithm for computing a voxel block gradient.  The approach is much more linear and simplified reducing the number of operations substantially.
I don't understand entirely what has happened here with Git, but this merge commit IIRC refactors the storage and computation of regular and transition case classes into separate object classes.
Restructured direct access to hardware shadow data without concurrency (untested).  Collapsed all triangle data into single vertex buffer, ensured that all index buffers are cleared when the vertex buffer is cleared.  This is a prelued to fixing a strange issue with shading.
Resetting camera position to origin and setting the light source to a directional one
Iso-surface renderables now employ batch index buffering.  One hardware index buffer is used per surface.
Merge branch 'Mothership/master'

Conflicts:
	OhTSM/include/HardwareIsoVertexShadow.h
	OhTSM/src/HardwareIsoVertexShadow.cpp
	OhTSM/src/IsoSurfaceBuilder.cpp
	OhTSM/src/OverhangTerrainGroup.cpp