Added training missiles to launch scene
  Missiles do not cause damage
renamed launched scene to "Launch.scene" and added to build
Launch scene exit gate can be highlighted on pilots radar from modconsole
mucked about with hyperspace
jump gate in nebula can now be disabled and blown up by GM (as part of
story)
blinkenflares can be disabled and flicker/die
dynamic map objects have get/set for world coords
evilclouds actually strike at their targets
fixed jumpgate texture
lost van helper works, will spawn in the ships path (in case the crews get
lost)
added disk insert for nebula
mapcontroller pushes sector coords to consoles
took hyperspace out of test mode
targetting system will now drop grapple when its already hooked and fired
grapple can be armed from modconsole and engineer console
spacial anomaly can now be spawned by modconsole
lost ship now starts as 'signal source' and changes to 'lhsb-001' when you get near
Fixes:

fixed jumpgate missing texture

New things:
Second caravan in the launch bay
bigger launch bay
tidied docking bay code so it isnt ship dependent
added second shipmover to move the npc ship
added new van mesh
fixes:

undercarriage is now useful to everything other than player ship (is now
on npc ship)
Door on base now only closes if the players leave, not when anything else
does
Jumpgate on launch scene no longer rotates
Launch sequencer is less dumb

new things:
new npc ship, autopilot is dumb as shit
sequencewaypoints can be used for autopilot now
launchscene has osc messages for the modconsole "launch other ship" button
updated clamp so that its in 2 parts, to let things go
undercarriage script now has a speed setting
station has a clamp rail
launch sequence now works!!
npc van has second autopilot route on launch, flies to gate and stops
there. Its triggered by modconsole
route is generated from the launch beacons
npcvan will shoot any missiles that fly near

station textures have normal maps
shipslaser is reusable now, mounted on npcvan
launch rail has texture
npc wasnt actually shooting missiles, they were exploding on its trigger
collider
moved all gun code to the shipslaser object, just call
"fireattarget(transform of target)" to shoot at it

targetting wormhole causes engineer to show wormhole status display.
Doesnt do anything yet
npcship now turns on blinkers when reactor starts
npc ship speeds changed at launch
npc ship now hyperspaces away when told to by the mod
wormhole scene now has 4 lightning bolts to destroy the gate
updates!

added commsconsole to oschandler, screen can now be set remotely and
reverted to previous screen
NPCship feet no longer report to pilot that they are up/down
oscsystem fixed for new video calling system (hack, needs doing right)
reactor notifies commsconsole when self destructing
shipcamera class now allows FOV to be set for all cams in scene
ship now changes camera fov on jump
config changed to test mode
all scenes taken out of test mode
nebula van has feet now :)
wormhole core notifies modconsole that ship has passed through
wormhole now sends stats to eng console about its state
ships laser actually damages things if not being fired by players
added a flag to persistent scene, when set it causes the endgame screen to
congratulate you
added osc message to "win teh game"
added "yay you survived" sound
Shipcamera is more sane
deadscene can now display a win
possibly fixed landing clamp bug
added grav lights
Added spinny lights for docking bay