added random shit
working on graded (sloped) gravity
I'm getting there... but it still isn't great. the small slope gravity is what is really challenging me.
I think the large slope gravity will be easier to code, but this is just a prediction. and we all know how those can end up...
got the gravity working for small slopes! next up: bigger slopes!
finished gravity.
revised the featres .txt documents
added a single idea
renovated the selection gui and made it more efficient.
fixing a few things with gravity
+ NOW YOU CAN SEE SATURATION VISUALlY! fixed bugs with saturation
fixed a few things with saturation. plant works differently. i think it is pretty neat now.
working on rubble, rock, spring, and plant.
starting to get zooming in and out working along with the window resizing feature.
adding zooming with the mousewheel, fullscreen mode, and some auto-corrections for the cell_size when the screen size gets too big. the max grid_size is 1920x1080 atm.
added camera panning and made gravity conform to this new camera system. still need to work on the other parts of the cell engine.
made some functions in cell_engine compliant with the camera system:
- reset_grid_changes()
- apply_grid_changes()
- evaluate_affectMaterial()
I have yet to make the rest of the core cell_engine compliant.
made 2.1 EVALUATE SATURATION and 2.2 SATURATION DECAY compliant with the camera system.
made the last of cell_engine.h compliant with the new camera system.
I also touched up the panning system. more tweaking may be required.
fixed a crash bug, make the clear feature (c-key) clear all the cell data (not just the current screen cells), and made random randomize all cell data.

I added a few ideas to the features-ideas.txt doc.
The crash bug was that when you zoomed out, the current view of the cell data would exceed the bounds of the array.
basically, you would try to look at a point outside of the valid data and the program would shut down to avoid reading/writing data that it didn't have permissions to read/write. Basically a SEGFAULT error.
added some ideas and plans. organized that folder as well.
added a picture of the speed of SDL vs openGL graphics to remind me that it isn't worth it.