Making it so that they aren't all checking all the projectiles all the time. Adding totally broken pee launcher.
including a fun semi-permiable one that you can hide inside that one is rigged to affect foes as well
Doing some balancing with boost and gravity wells. Small cleanup.
Squashing display list bug in Launcher.
Copy paste integrated new ParallaxScroller. Adding wanderer and tracking it. Improving projectile splice. Improving projectile splice. Targetting closest in group.
Fungling around the Launcher. Added the ultimate nasty.. a Global.js file. Axed the LauncherProjectile in favor of just building that in the Launcher.
Got force extracted from engine and added top ship as seperate ability. Fixing a bug with force not getting drap piped into it. Extracted the force code from projectile and replaced with Force ability Spiking ship as projectile. Adding some comments. Shrinking regular ships and using them as ammo.
Refactoring ShipControlsKeyboard with clearer semantics. Refactoring ShipControlsAvoid with clearer semantics. Refactoring ShipControlsAIChase with clearer semantics. Refactoring ShipControlsAIWander with clearer semantics. Finalizing ShipControls refactoring.
…ratching homebrewed kbinput Creating ShipControlsKeyboardEvent, rigging it, piping it into Ship Privatizing some of the ShipEngineGeneric functionality Adding proposal for potential Engine api. Removing old kbinput, tweaking gun, and cleaning up a bit Cleaning up a bit