Modified Mass Calculations

Calculations for the mass of a Ship object are calculated based on the
radius of the Ship, which influences the amount of material needed to
build it, and therefore its mass. Also, it takes into effect the weights
of the weapons being stored. Some changes are also made to compensate
for how slowly Ship objects will accelerate and rotate.
Rotation Fix

I simply changed some values to make the rotation of Ship objects more
precise. The reason why it doesn't test if it is stopping exactly on the
target is because it would likely start bobbing up and down perpetually.
Added Ship Orders

This feature is quite simplistic, as it allows for Ship objects to
simply be given orders, rather than having the user write tons of code
sixty thousand times per second (This could be an exaggeration, but it
would certainly be annoying and complex).
Added Ship "Mortality"

Ships that should be considered dead will now become dead. Also, I put
the movement before the collisions because I realized that it makes
sense. This is because in reality, stuff has to move before it can
collide, not collide before it moves.
Bug Fix for Tester.java

Spheres at (0,0,0) will not bug out.
Bug Fix for Ship.java

The changed code should no longer experience an ArrayIndexOutOfBoundsException when it reaches here.
Bug Fix for Tester.java

The previous bug fix had an error.
Updated Ship Acceleration

Ships will now accelerate properly.
Bug Fix for Tester.java

This change fixes a bug where the visual size of objects wouldn't change correctly as they got farther from the camera.
Bug Fix for Tester.java

I found another bug, which turned out to be causing difficulties. I also fixed the code from before so that the y-axis works properly.
Fixed Bug In Order.java

Fixed bug where orders would only execute for one cycle.
Number Parsing Fix

The Ship class will now be able to properly read Orders that it tries to
parse numbers from.
Edited Attack Command And Added Weapon Cycling

The attack command now allows for specific weapons to be chosen for use.
Also, I noticed that weapons weren't being cycled, so I added some code
to fix that.
Fixed Missile Code

These changes fix a big problem with the Missile class. The problem was
that Missiles simply did not work. However, I made a series of changes
to fix this problem, as well as a few others. The next change that I
need to make is to have the Missile objects attempt to hit a point in
front of the target, as the missiles seem to orbit the target endlessly.
Edited Weapon Classes

I did some work to try and make the Missile objects "lead" their
targets, which works for the most part. I also gave the projectile
shooters masses.
Modified Tester Class

I gave each axis a color based on the colors I've seen on many
three-dimensional graphs; red ix X, blue is Y, green is Z.
Edited Weapon Code

Railguns shoot properly now, and the LaserGun class should also work
better now.  I also discovered a bug that lags the game.
Quick Additions

I added a few lines of code to make things a little easier in the
future.
Added Ship Regeneration and Shielding

Ship objects now have shields that recover, as well as a limited healing
ability that allows the Ship to heal a total of health equal to the
maximum health. The amount of health it has left to recover is stored in
a variable, so that when it reaches zero, it can no longer heal.
Created Wait.java

This class stores an order to wait for some time.