* all non-diggable materials are now in front of diggable materials
* except: firestone and coal are still in front of rock
At least this change makes it necessary to test every scenario we have if there are any problems with the landscape
* Granite on top of most other materials to ensure shapes (may be pushed down again if more materials get custom shapes)
* Gold/Ruby/Amethyst above that because it's typically required in specific amounts by the scenario designer.
* Everrock to the top (just like Brick) to ensure impassable areas aren't ruined by randomization in map zoom.
Only one scenario (Arena.ocf\Ruins.ocs) was using any of the duplicate entries.
The missing earth definition caused earth borders to liquid to be rectangular sometimes.
More distinct noise. Also increased the animation length so it's
less obvious that it only consists of three phases. Note that the
way animation is implemented, there is no extra cost for doing this.
Just noise, as the previous liquid shader by Günther. It's quite
hard to find the right compromise between making it too subtle and
starting to get a "blinking" look. This is now three phases at
300ms each.