The initial commit of the random buildings is now available in git.

To enable this, you'll need to set
/sim/rendiner/random-buildings=true.  This is available through the
Rendering Options dialog, and requires the scenery tile to be reloaded
to take effect (via the "Reload Scenery" button on that dialog).

A couple of notes:
- At present, the building placements add significantly to the scenery
generation time - particularly if you start increasing the building
density (/sim/rending/building-density).  I need to spend some time
looking at alternative algorithms for this.
- The buildings do not use the Effects system yet.  An obvious
enhancement would be to add a night-time texture with some emissive
properties and use some effect to simulate night illumination of the
buildings.
- Placement works well against other buildings, landclass edges
(though there are sometimes very small overlaps (~1m), but not against
custom scenery.
- I've modified Effects/urban.eff so that the existing urban shader is
disabled when random buildings are enabled.  Unfortunately I can't
mask the buildings in such a way that they don't collide with the
urban shader generated buildings, so they don't work well together.
-  The texture used for the buildings (Textures/buildings.png) is
pretty simplistic.  If someone has the time and interest in improving
it, they are very welcome - textures aren't my forte.

Feedback is welcome as always.

-Stuart

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