Entity rendering now fully supports dynamic entities from game context
Entity children now displayed underneath icon
GameContext can spawn entities by loadout
Selected corporation's initial fleet is spawned in parent corp's home sector
Properties panel API is now unified with context menu API
Properties panel labels now update dynamically
Resource placement now uses a more straightforward power distribution formula with fixed minimum and maximum and a single value to control curvature
Sector mass and radius now also follow power distribution
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
Added the ability to associate blueprints and compound commodities with personality attributes
Added the ability to restrict blueprints according to the presence of resources, for resource harvesting infrastructure
Improved the properties panel UI for Sector and Tech tabs
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
Refactored game loop to allow full local testing
Added AI controller abstractions
Added ability to save database to local copy for offline testing
Tech Tab is now interactive, has properties panel
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!