genspr: treat minerals separately, without team colors
spr: extract mineral sprites and don't use grp filenames for object names
drw: don't try to move beyond map edges
path: missing logic to skip pathfinding for air units
map: fix wrong coordinates for free spawn position
path: check for placement on non-free block
utils/genspr: rest of extraction process
utils: deprecate old extraction scripts
begin rewrite of extraction scripts: add genspr2, scespr, scesha
scefix: readability: use defined translate function
grp: output grp canvas width and height, for use in offset calculations
vspr: redraw on time delta update too
vspr: fix selection square location and redraw on rotate
add utils/vspr: extracted sprite viewer
utils: revert last, crop(1) patch accepted
utils: sprite offsets may be 0, and crop(1) doesn't like that
drw: don't assume obj has a pic for a specific state, simplify lists
Tmove/Tmovenear and protocol adjustments
com/sim: shim Tmove and object references
map: fix node→map coordinate conversion
drw: add rudimentary draw lists to avoid rescanning window
clear distinction between map and node grids and misc fixes
better names for basic enums for tile and path grids
basic network protocol and communication
sv: decouple simulation from input and drawing
utils: make shadows argb images, and fix some silly typos
sce.db: update shadow sprite entries
drw: shadows now argb images reusing drawalpha
sce: equivalent, simpler timing code
fix wrong offsets for mirrored scv engine glow
grp: adjust alpha curve for better sprite rendition
drw: add alpha blending for ground glow effects
sim: track mobj state, simplify sprite frame selection somewhat
fs: add support for transparent floating sprites
genspr: fix wrong offsets fixes for drones again
genspr: add tscglow, sprite with alpha channel, to extraction scripts
grp: experimental pcx palette support
sim: use correct grid for movement and adjust deceleration treshold
genspr: fix a drone move sprite frame and add badlands tileset
drw: set last movement frame when returning to idle state
util: fix extra newline in dprint, not used that way
path: fix corner case for pathfinding to the left
add acceleration, deceleration and turning speed
fs: improve image files format, storage and handling
fs: move pic nr field to pics struct instead of obj where it belongs
drw: align upper drawing boundary to scaled pixels
drw: fix right/bottom boundaries for drawing too low
fs: allow comments in db files, comment sce.db
util: fix erealloc always clearing extra space even if shrinking buffer
reimplement pathfinding and movement
update sce.db and sprite generation utils
fs: rework sprite loading to avoid redundancy
update map format to use tileset indices for terrain
add utils/sctile: terrain tile extraction
add utils/grp.c: grp graphics extraction
rename rc to utils and extract to genspr
extract: update offsets and add more sprites
update asset extraction scripts and add a script for drone graphics
drw: correctly take into account simultaneous bounding on multiple borders
drw: fix not taking into account high scaling in boundpic
drw: reimplement compose using boundpic and drawpic's sematics
drw: fix vertical panning beyond map
drw: fix wrongly scaling pic width in broundpic
fs: fix not reading all rows and make loaddb semantics more consistent
drw: refactor drawpic, make it more comprehensible
ai: bound check setblk to avoid out of bounds with path map