DatabaseCache now reads and stores entry types marked ExternalEntry from separate files in their own folder
Updated name file cleaning code and re-cleaned name files
Disabled planet generation (very slow)
Fixed wormhole traversal - can now explore galaxy
Added faction allegiance matrix and slider inspector code
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near
Properties panel now allows nested lists with foldouts, item selection and click callbacks
Properties Panel UI has a new look
Refactored lambdas in control module code into methods for readability
Megas now have unique placement algorithms for their home sectors
PerformanceStats can be marked as simple to hide heat and durability
PerformanceStats automatically hide exponents when min and max are the same
Some behaviors now have options to spread their effects over time
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
Behaviors and PerformanceStats are no longer associated solely with Ships, instead there's a generic Entity class which will also be used for stations and turrets.
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
Polished UI for the title screen
Added login, registration and session management to CultClient
Connected title screen to CultClient login and registration