I had some really weird issues with some of my files reverting back to very old versions (the particle systems, for instance.) I had to just remake some of my particle systems.
Changes in this version:
1. New particle systems out of necessity.
2. brand new type of ally called a "Trader"
This took me twelve hours to code, and in spite of its stupid AI and extremely limited actions, I am very proud of it. Traders are great big ally entities that follow a simple path of AI Nodes in a loop. Eventually, there will be missions where you protect traders, or attack enemy traders to get gold.
Traders have a giant deflector dish on them that allows them to move asteroids out of the way with a neat effect (this was easier than making them fly around asteroids.) Currently the trader is not placeable in the map editor, but there is one hardcoded into the default map to play with that goes back and forth across the map between two AINodes. The reason it took me so long to code is because it uses a totally different movement system from all other entities in the game. For simplification, I gave all entities four thrusters, one that points down, one up, one left and one right. This made it very easy to have them move around on a 2D map without using any complex trig functions.
Traders, on the other hand, have one big thruster on one side. They turn to move. This was way harder to code, because I had to figure out the origin of the thruster, the direction of the force, and the direction the ship should turn before moving. I also had to give the AI an inate sense of "coasting". Unlike pirates, which accelerate to keep up with the player, the Trader fires its engines until it reaches a specific speed, and then stops firing them. In order to allow the trader to turn around, I had to have it ask two questions, "How fast am I going?" and "Am I moving towards my target?"
If it is going really fast, but it is not moving towards its target, the trader will slow down (unrealistic, I know) , and then once it gets below a certain speed, it will turn on its thrusters. If its going really fast and moving towards its target, the trader will turn off its thrusters and coast to the target. Without this mechanism, the trader would accelerate, overshoot its target, and end up flying off the end of the map.
3. Fixed clipping issues with the mini-map.