Started work on dynamic chunk loading/unloading
Update TorchLight / SunLight in the full update thread and use ConcurrentQueue
Only send chunks that have completed their first full update
Added ChunkGenerator class. Added PerlinChunkGenerator class. Added Map.IsInfinite and Map.SetMaxSize.
Implemented SetMaxSize properly. Set it to 256, 256, 128 as it was before to test
Merge pull request #4 from Facepunch/stream
Added max iterations to Map.Trace. Only remove the old shape from the world body after the first one is added. Because this update is threaded it can cause a slight collision issue until the new shape is resolved otherwise.
Testing some stuff
Everything seems to be running with threaded tasks pretty well now. Don't allow the player to move if they're in a chunk that hasn't had collisions updated yet.
Merge pull request #3 from Facepunch/threads
Removed Block Slice Stuff / Perform Threaded Chunk Updates