Basic colourisation
Small tweaks to colouring
Some more colourings
Refactorings and (shamefully brute-forced) voronoi-colourings
Colouring rationalisation and randomisation
README
Mild tweaks to the constants
Tweaking the colouring - based on [0,1) range now to keep precision as long as possible
Add a greyscale (compile-time) option for height map output options
Remove the silly "try and keep the voronoi cell constant colour" forced seeding
Start with 5 points instead of 3
Whenever we've generated a point, allocate a colour - we'll use this later for colouring the voronoi cell around this point rather than trying to guesstimate it with random seeds
Allow specifying the seed as an option
Slight reduction in drag to the middle - fills in the right-hand side with small cells a bit more
Daft debugging, no longer necessary
Don't highlight the original points, it looks silly.  Add this as a CLI option later, maybe, or a distinct output mode
Entirely rejigged interpolation - now we go off the 10 nearest points rather than trying to guesstimate a threshold
Merge branch 'sorted-interpolation'