path: have setgoal just move goal to center of target mobj
decouple a∗, jps-b, movement and pathing state machines, pending rewrite
bmap: fix oob from assumed max unit size
path: fix typo in successor directions
path: fix decreasing distance from start twice
major refactoring: use path node coordinates everywhere
path: use Points for distances and move nodemap related stuff to path.c
move: avoid issuing a command to move to itself
sim: ignore team 0 at initialization
refactoring: use actual vectors and Points
sim.return: not all spawners are drop off points
sim: add return command and gather-return loop
sim.gather: simple gather loop, update resources
sim: actually initialize resources, draw team resources on hud
sim.move: add turning half-state when move towards target done
sim: rudimentary gather animations (idle ones)
sim: consider move a success if next to target
sim: rudimentary and unreachable gather state
sim: rudimentary gather command/state
sim: refactor state machine implementation
sim: generalize moving into a queuable action
fs: fix not loading redundant pics, explicit rules for sprite sharing
sim: check for invalid resource amounts
link mineral objects to resources in db
genspr: correct mineral offsets yet again
vspr: allow reusing a single shadow frame
drw/sim: add immutable neutral objects, minerals
vspr: add -c for sprites without team colors
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