We now have a context menu UI for in-game actions, right click on an item to activate
Database view has a progress bar (finally!)
Data structures for Megacorps and loadouts
Towing task complete? needs testing
Game Context was creating an empty OrbitalEntity for every planet; this was an ugly hack so I refactored it, as well as refactoring some object references to GUIDs as they should be
Asteroids now use custom particle system with collider so they can be clicked, plus they now orbit at varying speeds!
Fixed flags enum inspector; resources were being assigned to wrong body type: gas giants had planet resources, suns had gas giant resources, asteroids had nothing
Added the ability to associate simple commodities with resource maps
Added resource placement to zone generator
Added crafting blueprints and stat addressing system
Refactored Thrusters and Shields into Behaviors
Fixed server losing database connection
Updated icons
Added the ability to generate zones locally in order to facilitate rapidly iterating generation parameters. Then of course I tweaked the shit out of the zone generation!
Made the master server connect to the database and now it's listening for and responding correctly to GalaxyRequestMessages and ZoneRequestMessages, generating the zone contents if they do not yet exist.
Polished UI for the title screen
Added login, registration and session management to CultClient
Connected title screen to CultClient login and registration