Added support for hiding debug objects
Map cell values now have main and sub indexes unset
Added additional parameter that seems to block walk better on non-map floor tiles
Fixed an issue where specials were not being assigned new maps when recycled
Fixed issues drawing poppad zone areas
Added getPixOffset function in isometric camera to retrieve camera offset
Added partial support for changing acts (levels will come after waypoint are added)
Added a click lister to waypoint buttons and set their user object to referenced level
Changed from static loading screen to a dynamic one that is pushed over game screen and popped off to hide loads
Changed disposing strategy of GameLoadingScreen to always keep loading descriptor in memory
Client#clearAndSet(Screen) now disposes existing screens and clears before setting new one
Added MSI (master slave instancer) to create child D2GS processes
This is intended to act as a temp structure for testing until support for actual servers are added where an API can generate proper instances
Added support for creating game sessions with MCP
Forced debug mode for BNLS and MCP for testing purposes
Fixed type with Result#ALREADY_EXISTS constant
Extended GameSession to support builder pattern and CreateGame copy constructor
Added MCP server module which acts as the server browser
MCP only supports listing games at this time
Minor changes to LoginScreen to reflect how LobbyScreen was written differently
Added desktop with networking run config which starts up server instances and then a client
Created GameSession class which is used as a cache for mcp GameSession packets
Added QuillRat AI
Added support for creating and firing Missile entities
Missile entities using separate physics system to step their movement
Added system to load Missile animations
Reduced Fallen trigger distance to 25 from 35 so they are less aggressive while testing
Implemented sequence system for Fallen and Zombie AIs
Moved some common AI actions to AI class (pathing, look at, sequence)
SequenceSystem will automatically reset anim speeds when changing modes