rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
In texture generation is used random fractal terrain generation algorithm
[http://www.gameprogrammer.com/fractal.html].
In 1 dimension algorithm starts with one straight line. Then it affects to that
line's midpoint with some random multiplied with H-value. After those first steps
it simply calls itself to both parts of line changing H-value smaller.
Two dimensional version (programmed to the code) needs step for point's between
last density and step diagonal to last density's points, otherwise quite similar
to 1 dimensional version.
Version of algorithm in our code is decided to be coded as iterative.