Got rid of a teeny tiny warning that irritated me.
I think I resolved a small issue with the GUI, but if we see errors crop up where the GUI is complaining we're pushing more clips than pulling, we need to look back at console, which consistantly looks to be like where things break.
End of day push
Got distracted solving a bunch of unimportant errors and imperfections that balooned into huge ones as I tried to solve them. Right now we're having a relaly weird set of errors, and some of the logging isn't working at all. Monodevelop cannot Undo AT ALL, which is causing me to delete large chunks of code on accident and be unable to recover them. I think what happened was we accidentally mixed line endings. GIT should be able to fix this for me.
Okay something really, really weird happened where game objects LITERALLY were not being cleaned up. Like, OCConnector Singleton was not going away, and was getting saved permenantly. OCLoggers were getting created all willy-nilly all over the place.
Dummy Commit
I am not that great with VIM. At all. At least backspace works as I assume
it would. Anyway, I'm reverting some horrific and unspeakable OCLogger
problems.

This reverts commit cd53bd0a3a558c2b8723ce7172eea9286defe0de.
Revert "Okay something really, really weird happened where game objects LITERALLY were not being cleaned up. Like, OCConnector Singleton was not going away, and was getting saved permenantly. OCLoggers were getting created all willy-nilly all over the place."

This reverts commit a444036612f0dff6c26fa1c329548b8d4103d8e7.
Revert "Got distracted solving a bunch of unimportant errors and imperfections that balooned into huge ones as I tried to solve them. Right now we're having a relaly weird set of errors, and some of the logging isn't working at all. Monodevelop cannot Undo AT ALL, which is causing me to delete large chunks of code on accident and be unable to recover them. I think what happened was we accidentally mixed line endings. GIT should be able to fix this for me."

This reverts commit 8275d1248c41863205ba5219e71ba57756adcda8.
I am trying to kill OCLogger, so it can be actually used for some concrete purpose
Hehe, well, after a lot of suffering, substituting OCLogger for everything never did work. I decided to go the other way around, and to use Symbols in brackets [ ] in order to differentiate between different kinds of debug printout, so that details can be sorted through swiftly.
End of Day Push.
Alright I fixed some things using Notepad++ synch vertical scrolling and I made a bunch of errors using Initialize() and the replace in all files function that I had to fix. Some line endings got changed, and I'm commiting that.
Edited percieve terrain and now I need to test it to make sure it still works. This is frustrating not having a network card.
Trying to debug a get_enabled() error
I have successfully connected the embodiment and I know the game runs at this point, meaning that I didn't destroy any code in the perception handler.
Altered some Info Logs, fixed a number of bugs, tracked down some strange errors; connections are definitely happening at this phase but sometimes it seems everything just hangs at waiting for the messagehander callback.
Alrighty! When up and executing properly, the game now produces a ver managable level of debug print outs, and only warns on, well, actual warnings. Previously valuable debug information has been in many cases changed to a System.Console.WriteLine() command which will print everything in the Editor Logs. The goal is to keep this valuable debug information where it can be used after a test run to determine why a connection failed; but not to clutter up the unity editor which would make future debugging very difficult.
Fixed the bug that prevented us from spawning the battery directly after the robot (which now should allow me to implement the battery sensing code more easily.
Added a whole bunch of lovely unit test improvements for listening to and reporting when messages are sent, but now something very strange happens when the embodiment runs that causes infinit 'Destination no available. Discarding message to OAC_Bumblebeewhatever' logs prints. I have no idea how this happened... perhaps I accidentally shifted something. I'll have to take a look at it tomorrow; but suffice to say we should now be able to sense things like the plan completion VERY EASILY. All I have to do is debug whatever I broke.