Deterministic World Generation #72
Merged
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World generation should be deterministic.
This should allow us to take some shortcuts further down the line.
Now chunks use a thread local RNG, instead of a global one.
There was the idea of adding a check that hashing yields unique seeds, however this was deemed to expensive and unnecessary, as I am delegating the hashing work to std.
There was the idea of creating my own implementation but I didn't figure out how properly hash coordinates such that the hash is unique within the testing bounds.