Also added more scanning into the game. I already had scanning of symbol decals, which look like writing carved into rock. Today I added scanning of corpses ( not for equipment, just for research about the various enemies ), and other entity objects ( like a computer terminal, etc. ). Also improved the scanning particle system to make it more dynamic.
There are 3 types of experience points in the game, used to unlock various skills, weapon upgrades and crystal research, so today I added & tested the code that gives these points to the player.
This morning I added some more aggressive culling to the portal system. I now cull portals wrt the current frustum better - before I was pretty much accepting any portal that intersected the infinite near plane. I also moved the anti-portal test first, so anti-portals can completely hide portals. Before, they only could hide cells and objects after the portal traversal.
I spent a chunk of the last couple days adding improvements to the level editor, including better and more controllable vertex welding, and new 'snap scale to grid' modes, as well as a 'fit mesh to triangles' option to help get things lined up. I also added code to allow overlapping selected meshes to push themselves out of the way of existing meshes.