17-01-10:
	- Started GraviNULL by copying WarBall src code to freshly created mod src code.
	- Copied and adjusted files in the mod folder from WarBall mod folder.
	- Added deathmatchmenu from FragOut. Changed return value of IsTeamplay() to false.
	- Changed weapons players receive to weapon_ball and weapon_physcannon only.
	- Reverted change from WarBall code that you couldn't collide with teammates.(see CHL2MP_Player::ShouldCollide())
	- Changed gravity to 0, made it a cheat to change it and made the convar invisble.
	- Changed ball so it can be only be picked up if it doesn't have an owner yet, or if the player touching it is the owner, other players touching it will get hurt.
	- Changed ball so now it throws a grenade again instead of the weapon itself... now just gotta fix touch detection!`

18-01-10:
	- Changed ball again so it's back to being a weapon, can't be bothered to fix grenade hit detection, plus I intend it to no longer be a "weapon" that the player can hold in hand.
	- Changed gravity gun alt fire to pull players towards targeted balls.`
	- Removed call to UTIL_DropToFloor() in CWeaponHL2MPBase::FallInit and changed something in CBaseCombatWeapon::FallThink so that items that haven't received physics yet don't need to be on the ground in order to materialize properly.(warning! Should overload these functions instead only for weapon_ball!)
	- Playtest notes:
		* Gravity gun punting needs more range and fully accurate punting rather than punting at random angles.
		* The balls need to only "stun" players and bounce them away, they will only hurt people if they are supercharged when being punted by the gravity gun, charged balls will slowly discharge if no one touches them and will do increasingly less damage until someone either touches them or they are no longer charged at all. As long as it will be in "damage" mode the owner will be the player that supercharged it.
		* Players need to bounce off walls, ceilings and ground and no longer be able to stand on ground.
		* WallJump needs to have upwards velocity reduced significantly, possibly also provide a slightly downward angled walljump by using crouch + jump to walljump.
		* Gravity gun pull function could use wider and longer range, need to add velocity so the longer you pull yourself to a ball the faster you'll go.
		* Last but not least, the shocks that balls give are not at all predicted(entirely server side) this is clearly noticable at 100 or more ping. Gravity gun is also somewhat unresponsive on moving balls, not sure if I can do anything about that yet.

19-01-10:
	- Overrided FallInit and FallThink now, so the call to UTIL_DropToFloor() is only gone for weapon_ball, same with the be on ground change in FallThink. Note: I suspect the reason the balls placed in hammer don't respawn anymore is because they aren't placed on the ground anymore when they should respawn. Will need to look into that so it won't respawn in case any mappers place some on the ground causing balls to respawn every 30 seconds.
	- Gravity gun changes:
		* Increased range for punting objects(from 250 to 375), also increased the TraceHull from and 16,16,16 square, to 32,32,32 making detection of the balls easier. Changed the endpos of punting traces to be the worldspacecenter of the objects being punted rather then a point in the general direction of the trace, this causes the punting effect to go from the gravity gun to the center of the ball... most of the times at least I think :P
		* Decreased how fast you can punt stuff from half a second(0.5f) to 3/4th(0.75f) of a second, meaning first you could punt three times in 1 and a half second, now you can only punt two times in one and a half second but the punting effect appears to work alot better, while previously when punting quickly sometimes the punting effect didn't appear.
		* Altered pull function of the gravity gun to add to player velocity rather than "set" it, adding it means the longer the player keeps locked on to a ball to pull himself in, the faster he'll go. Altered gravgun pullforce from 250 to 50 because 250 made it go way too fast.
		* Changed TraceHull of pull function for the gravity gun from 8,8,8 to 32,32,32 to make it easier to hook onto balls also increased tracelength multiplier from 4.0f to 6.0f meaning it should be able to reach objects farther away.
		* Removed m_flCheckSuppressTime, means gravity gun instantly can find new targets.
		* Randomness of punting objects was ... fairly fixed, however it seems half the time force is being emitted from the wrong side of the ball, meaning sometimes you punt the ball from above and it will be punted upwards instead of downwards. I modified the forward vector in the PuntVPhysics() function to have a direction from the end point of the done trace to the WorldSpaceCenter of the ball, rather then from somewhere near the player to the ball or... whatever it was! Bit confused after staring at code for hours. Either way it seemed to improve things, so that's good!
	
	- Changed ball damage to normally be 0, when you punt them with the gravity gun, you will become the owner and the ball will be charged with 85 damage which at first quickly discharges, but eventually drains out slower and slower until it's no longer charged. Uses stunstick spark sounds with increase volume and some spark effects while it's charged. When no longer charged there will no longer be an owner.
	- Playtest notes:
		* Forgot to set owner when creating a damage info object, need to do that so people can actually score kills.
		* Punting still feels random, the point it hits on the ball seems to be random, as William also stated: If you hit the sides of the ball, the ball will end up flying to the side, even if you are in a good angle, this makes it nearly immposible to hit people based on skill, especially due to physics lagg.
		* William mentioned he'd like to be able to move down with crouch(and probably up with jump, although currently that can be done by touching the ground and jumping) just like he can move around to the sides with WASD. Personally I'm thinking of removing movement completely so it's based entirely on using the balls/mines to fling yourself around the map. Will see in future when flinging works the way I want it to.
		* Stunstick spark sounds that are played when mines are charged by the grav gun are a bit loud and get really annoying. Reducing the volume for now should be good enough, need to carefully consider the balance between notifying people of charged mines and not annoying them.

20-01-10:
	- Lowered charged mines spark sound volume to 0.8, soundlevel to 75db and changed pitch to PITCH_NORM
	- When creating the CTakeDamageInfo object, I now set the owner with a call to GetOwnerEntity(), which should be the player that punted the mine with the gravity gun, or if the mine isn't charged the owner should be NULL, not that it matters since damage dealt in those cases is 0 anyway and thus no one will get killed by it.
	- Gravity gun changes:
		* Copied and altered beam effect, gets shown between the player and the mine he's dragging himself towards to, just a basic effect for testing purposes.
		* Worked with ropes for the first time! Source entities that are created between two entities and connect them, didn't have the desired effect, but I'm only starting experimenting with it!`
		* Muddled the rest of the day with ropes and particle effects, didn't get much desirable out of it yet.

	- Removed the ability of the player to stand on something, basically commented out two wholes SetGroundEntity functions. One of them will set the player to be in the air at all times it will be called. A simply quick fix, but effective!
	
21-01-10:
	- Using ropes currently, when the gravity gun has an object it last "grabbed" it won't find a new object when the user is holding right mouse button, instead it will keep dragging the user to that object. When the player stops holding the right mouse button, it will set the last grabbed object back to NULL(should rename it as it's now only the currently grabbed object, not last grabbed!) and removes the rope entity. This gets pretty much the effect I wanted, gotta look into speed issues with that, a good "rope" effect and a good way for players to punt mines at the other players!
	- After several hours and a little help from Biohazard_90 from the Steam Source coding forums I got a nice client side beam effect set-up, it's basically a more permanent primary beam that is attached to the gravity gun and the mines and has a "speed" which it uses to move the beam in one direction constantly creating a nice wavey effect. I'm totally happy with it... for now! That marks the end of this day, but tommorow I can finally continue finishing up the rest of the mod!

22-01-10:
	Playtesting and development notes:
	- The awesome beam effect only worked for the local player, meaning you'd see nothing when you're looking at other players that are also hooking onto the mines. Took me the whole day, but with some massively usefull advice from Biohazard_90 I got client side lagg free beams working in such a way they are also visible for other players.

23-01-10:
	- Removed all step sounds and most related code, would be a good idea to check for networked stuff that's needlessly being networked now. Also check void CGameMovement::PlayerRoughLandingEffects( float fvol ) for fixing up a nice wall bounce effect if possible.
	- Commented out the Precache and Link class to entity lines in all the unused weapon files so the warnings about missing scripts don't bother me anymore(and they don't needlessly precachce unused stuff!)
	- Woulda done more but spent alot of time chatting and setting the mod up on ModDB.

24-01-10:
	- One week mark! Hurray! The mod was well received so far on ModDB, I've got two mappers now and a 2D Artist, things are going well!
	- Added mine icon for death icons that PhannracK created.
	- Lowered grapple pull velocity to 1/10th of the normal amount when within 500... units? Of the grappled mine, to compensate the mine starts getting pulled in slowly nudging it close enough to use the "grab" function of the standard gravity gun. So swing within reach, the ball will get pulled over getting it close enough to grab it. Then happily punt away at enemies! It's not very lagg proof but it's still better then the blindfire mode of the normal punting mode.
	- Testing notes:
		* Sometimes you can "hit" yourself with the now charged punted mine, need to add a small delay before it can start hurting it's owner. Lagg makes this happen alot, I'm worried about what happens if you'd punt the mine when close to a wall though, maybe fixing lagg of grabbed objects could also help fix this.

	- Added PhanracK's new crosshair.

25-01-10:
	- Changed charged mine beam effect to client side, 
	- Altered touch functionality of mines to temporarily not hurt it's owner for 0.25 seconds after getting punted, even with 200 ping this seems to have gotten rid of the self kills when punting.(happened the most when aiming at your feet, presumably the mine gets in contact with your feet when aiming that way, now it will not touch you until it's passed you)
	- Testing notes:
		* Need to remove hud_quickinfo, GMN also thinks the new crosshair doesn't help show the center, though personally I don't feel it's needed, will see in future tests how other people react to it when the gameplay is rid of most of the problems)
		* Weird bug created, must have been introduced with a code change I made today, when you die, half of the time you will see the gravity gun viewmodel on screen. Seems it's not being stripped from you on death or viewmodel isn't set to nodraw.
		* Balls remain charged for way too long, causing "random" suicides and kills. Charge should drain away MUCH faster. 
		* Health regenerating is needed.
		* Blood effects when getting hit need to be removed. You're getting shocked, not beaten with a stick!
		* Bouncing off walls, floor and ceiling would be good.`

26-01-10:
	- Made damage effect alot more transparent, removing it felt... odd, instead I just tweaked the transparency so the effect will be much less obnoxious.
	- Put everything in the CHUdQuickInfo file between #if 0 #endif except for cbase.h, this way I can easily bring it back should I need it again.
	- Added slight health regeneration, 1 health every 2,5 seconds, first regen or next regen after hurt interuption is 5 seconds.
	- Fixed issue with beam being deleted when grappling a mine and you are close but not aiming directly at it, two bools were being set to false when you got close, regardless of whether the gravity gun could attach the mine or not, now I set the bools to false only if an object has been found that could be attached. The beam being deleted wasn't a problem, creation and recreation was fast enough for the local player not to notice, however each time the beam is created a new the sound belonging to when you just start grappling gets spammed constantly while it's recreating beams.
	- Testing notes:
		* Charged mine effects are not visible for anyone but the one who punted the mine, sounds are done both clientside and serverside so the sound is there at least for client side. Need to fix this.
		* Can't grapple onto mines others are holding, obviously you shouldn't be able to grab them away from them, but grappling should be allowed.
		* William wants the ability to allow mines to slightly home onto people, Mastix wants bigger touch radius for electrified mines, Bekey wants one hit kills for long distance shots, one way to combine this would be to allow the gravity gun to have 3 modes, a power mode which gives the mine more velocity when punting, these mines will have a low charge when they just got punted, but build up the charge past the normal limits further ahead in it's trajectory dealing massive damage, it would have a normal or slightly smaller touch radius, in normal mode the mine's would have a wider touch radius and homing could simplify aiming but sacrifice damage, great for finishing off people with low health that are fleeing. However for first release I'd prefer to keep things simple to avoid balance issues that are gonna take a lot of time to weed out.
		* Spawn protection is one of the major complaints, not sure whether this should be added though, I'd prefer to simply spawn players with some starting speed, but that could be confusing for newcomers, spawn protection could be annoying as well though, punt at a guy, someone spawns in the way, no one gets hurt. That would be lame tbh.
		* Player ragdolls should be removed after x time.

27-01-10:
	- Added players bouncing off map architecture, initial value 2.0 proved too little to make it look like bouncing, changing to 2.1 after some expirmenting with the value fixed that.(for future reference see: CGameMovement::PerformFlyCollisionResolution)
	- Removed health part of the HUD as well, will see if the playtesters notice it's missing.
	- Increased speed at which mines discharge, meaning they need to hit quickly after punting for max damage. Damage falloff is a lot quicker. Made m_iShockDamage a networked variable again, might be the fix for not seeing the charged mine effect when remote players punt the mines.
	- Added empty settings.scr as advised by a page on the VDC, it seemed strange but it got rid of the extra options that weren't actually being used.`
	- Changed it so charged balls can't be grabbed by the gravity gun.
	- Testing notes:
		* New bouncing is too extreme, need to lose velocity when bouncing
		* Needs to be easier to keep grabbing onto entities with the gravity gun.
		* New ball charge should be changed to stay onto higher damage for longer, then reduce damage very quickly after.
		* Players did miss the health bar.
		* Nic and William suggested something along the lines of disorienting the player, speficially in the z axis, simply disorienting the player should be easy enough, need to look into recovery and pitch up/down as well.

28-01-10:
	- Set bounce to 2.0 instead of 2.1, with high speeds still bounces somewhat. Not gonna experiment with it too much, just gonna see how it turns out in the playtest.
	- Re-added health bar.
	- Fixed mine touching so only the holder is unnafected at the needed times, rather then everyone, now means punting up close will no longer go through players and if players get to close while you're holding the ball they will get the normal non damaging shock effect.`
	- Added the ability for mines to shock each other, results in amusing collisions.
	- Changed bounce again, back to 2.1 and if the block flag returned by ClipVelocity is not zero then multiply velocity by 0.8(in other words dividing it)
	- Changed "error" value when updating object held by gravity gun from 12.0f to 24.0f, the way it seemed is you can now hold onto an object while moving slightly higher speeds.
	- Changed gravity gun to allow grappling held balls(but specifically avoid being able to grab them)
	- Fixed issue with gravity gun remaining in screen when dying occasionaly(seemed to happen only if holding an object), issue seemed to be Weapon_Drop was supposed to take care of it, but I had overridden that completely, causing the viewmodel not to become nodrawed, I'm guessing something else sometimes takes care of it, but not in all situations.
	- Testing notes:
		* Really need to fix dead bodies floating around for long times, thinking of simply adding shocking effects, then fade or dissolve the body.
		* Should re-add the ability to grab charged mines, but change it so grabbing a fast moving one coming towards you will give the mine the chance to shock you.
		* A way to make mines better follow the gravity gun would be nice.
		* If you're typing for more than x time enable type protection! Put an icon over the head to show someone is typing and has become invincble.

29-01-10:
	- Changed ragdolls to now dissolve when killed, changed the dissolve effect, pay attention to the files EntityDissolve.cpp and c_entitydissolve.cpp for future editting, also look at g_Material_Shock(previous g_Material_Spark).
	- Fixed not seeing charged ball effects when a remote player shot it, I was close to the solution previously, the problem was the ClientThink I made wasn't activated when the ChargedBall function was called for localplayers that see someone charge a mine. Overriden spawn, activated the client think there, it means the client think is running without doing anything most of the time, but when the networked m_iShockDamage variable is 5 or higher then do the shock effect.
	- Added the ability to grapple charged mines again, but only if their shock damage is less than 75, damage starts at 85 and descends to 75 within a second, preventing instant counter-grab throws but still allowing the punter to grapple his own ball after grappling towards it again and still providing some minor chance for protection for the people being attacked if they're not very close to the mine being punted.
	- Commented out the code calling ComputeError() that would return the update object function when holding onto mines, this should completely fix losing hold of mines, but may have other unforeseen consequences.`
	- Increased physcannon tracelength from 375 to 450.
	- Fixed minor bug that when you grab a mine while grappling a different mine, the grappled mine would get set "grabbed" but the one you did grab wouldn't.

	- C-C-C-COMBO BREAKER!!! Thanks Steam you interupted my combo for hosting playtests everyday! I had one ready, exited steam, tried to login, BOOM. Login servers down? I smell RAGE incoming! *sigh* just means I can start working tommorow early and make up a backup now...

30-01-10:
	- Should have removed mine respawning now.
	- Removed tesla effect from dissolving effect.
	- Increased trigger bounds bloat value from 36 to 72 when a ball is charged, reverts back to 36 afterwards. Also changed it so it now bloats below and bloats for the full amount for both below and up.
	- Removed lowered speed when within x range of mines and grappling them.
	- Changed grabbing to occur at 15% distance instead of 25%, giving 85% grapple range.`
	- Lowered trigger bounds bloat value to 54 as 72 appeared a bit too much.`
	- Fixed a bug that if you were within x range of mines and weren't looking their way so you wouldn't grab something sometimes got messed causing weird velocities to be set on the player. At the same time made it so the grapple beam is active while holding mines and thus this means you first have to grapple something, then immediatly after it can grab the mines.(it did the same before really, just with the bug and no grapple beam displayed).
	- Changed regeneration, if damage taken is less than 25 next regeneration will be set 3 seconds in the future instead of 5 seconds. Also lowered standard regenernation time to be every 2 seconds instead of 2.5 seconds.
	- Testing notes:
		* Replace kills with score, you get score for dealing damage, minor bonus for actually killing.
		* Need to fix mines respawning.
		* Seeking mode may be unnecessary after all, with the increased hitting radius of mines it's alot easier to hit people.
		* Mines that got hit by other mines didn't charge properly.
		* Slightly higher punt protection when punting balls, slightly less time needed before you can grab charged balls again.

31-01-10:
	- Two week mark woot! With over 100 watchers now :D posted a new video + screenshot + newspost on ModDB today.
	- Changed the m_pLocalBeam and m_pRemoteBeam into one pointer m_pGrappleBeam, it gets created at ClientThink now just like before with m_pRemoteBeam, means both are created and deleted at the same time. Also moved color changing to ClientThink so it's always up to date, might be a bit overkill to be setting the color all the time, but it's client side and ensures accurate results and best of all I simply use m_hAttachedObject which means no new added networked variables, since m_hAttachedObject is already networked regardless.
	- Changed speed at which objects follow players, this made them stuttery when up close, biohazard helped me out on this one, basically getting the distance between the player and the object then dividing by 128, clamping the value at minimum and maximum values so the velocity of the object isn't changed too little or too much.
	- Removed mp_forcerespawn making it always force respawned, changed timer to 5.5 seconds, death time is altered when player chooses a team to join so they spawn quicker.
	- Added 2 seconds spawn protection.
	- Changed safe timer after punting from 0,25 seconds to 0.4 seconds
	- Can't grab mine if it's 80 charged for 80 or more now instead of 75 or more.
	- Testing notes: 
		* seeking mode could be nice after all
		* Mines need a nice particle effect to make em easier to see.
		* Mines are buggy due to spawning and possibly other reasons.`

01-02-10:
	- New school started today, had no time at all today to work on the mod.

02-02-10:
	- Changed mp_fraglimit to mp_scorelimit since that suits the mod more.
	- Changed frags to score, you get 1 point awarded to score for every 10 damage done(in one hit currently, so hitting for 55 then dealing 45 damage is 9 points for 100 damage. You lose 5 points of your score for every suicide and get 3 bonus points for kills.
	- Renamed frags for scoreboard to score, cleaned up _english.txt file a bit.
	- Cleaned up binds and entries in the keyboard menu.
	- Added toggle mode for seeking mode, currently just switches colours of the beam when holding a mine and makes a sound.
	- Should have definitely fixed ball respawning now.
	- Got seeking mode working in a basic state.
	- Testing notes:
		* Mine respawning still not fixed... what a tough bugger!
		* Hit beeps
		* Private counter on what you used to score hits(normal or seeking).

03-02-10:
	- Worked on particle effects, didn't get anything desirable out of it yet.
	- Made it easier to grapple mines.
	- Tried to change seeking mode so it would pick a target in front of the punter.
	- Set seeking mode balls to always deal 25 damage.

04-02-10:
	- Changed seeking so it picks a target in a 45 degree angle in front of you(thanks to Biohazard)
	- Added hitsounds.
	- Fixed problem with clientthink.
	- Testing notes:
		* Seeking system won't search new targets after someone closeby outside of the cone comes before someone else in the loop.`

05-02-10:
	- Changed minimum and maximum speeds of objects following the gravity gun, changed the divisor from 128 to 64
	- Improved seeking, the mask used for the trace seemed to be the problem here, MASK_SHOT collides with CONTENTS_HITBOX, possibly this was messing things up either way, MASK_SOLID worked much better.
	- Worked on changing the physcannon effects when using the different modes.

06-02-10:
	- Finished up the effects a bit for seeking mode.
	- Added viewpunch when getting shocked by mines.
	- Changed beam color when mines shock things to correspond with their active mode.
	- Added Wills' background menu, music, loading image and loading "tips" images.
	- Fixed bug with grapple sound sometimes not playing.
	- Testing notes:
		* Seeking mode could use a cooldown or charge up, so you can't just spam this 24/7 and still win without any skill involved.

07-02-10:
	- Three weeks since GraviNULL started :D!
	- Changed weapon_ball into... well item_mine but it's still called weapon_ball so the mappers won't have to re-add all those mine spawn points! Might help fix mine respawning. So now weapon_ball is no longer a weapon but an "item" meaning all the reduntant weapon code is gone!
	- Worked on new way of grabbing and punting. Major change so no test for today.

08-02-10:
	- Most of the time spent on the mod went into changing gravity gun effects.
	- Fixed issue with pushing mouse buttons when spawning the first time, wasn't much of a bug but now I could enable insta spawn when initially spawning.
	- Testing notes:
		* Can grapple balls made invisible when they were grabbed by someone else, which is bad obviously.
		* Mastix suggested disabling blue mines when simply grappling.
		* Wills sugested trails behind the players.

09-02-10:
	- Added new crosshair when holding mines.
	- Fixed being able to grab mines absorbed by other player's gravity gun.
	- Fixed grapple beam remaining active through walls and other solid objects.
	- Testing notes:
		* Alt wants to grapple stuff while having a ball, though that'd defeat the purpose of having a green mode and making the crosshair!

10-02-10:
	- Changed grabbing mines to left mouse button, uses normal trace, traceHULL and a cone check.
	- Worked on particle effects.
	- Testing notes:
		* Bug with physgun mode not changing when grabbing mines without being attached to one.

11-02-10:
	- Fixed bug mentioned in 10-02-10 testing notes.
	- Added beam spam to dissolving effect, that's alot of beams dude! Looks pretty good when watching others dissolve.
	- Changed death "animation" time to 5.0f instead of 5.5f
	- Fixed death sounds not playing(because the ragdolls were dissolving they wouldn't play).
	- Added push back when punting mines.
	- Removed impact effects on mines when punting.
	- Increased speed at which red mines discharge.
	- Lowered blue mine damage from 25 to 20 and increased the time they remain active by about a second.
	- Lowered viewpunch intensity.
	- Added particle trail on players, player's own particle trail is not visible for themselves.
	- Testing notes:
		* Nothing significant, could try to add the hl2 hints system to display what keys to use for first timers.

12-02-10:
	- Set mines to init physics in sleep mode when spawning for the first time, also disabled drag for mines(and possibly all physics objects).
	- Worked on improving networking.

13-02-10:
	- Removed menu for spectating/joining. Removed time left command and time limit itself. Removed a bunch of keys as well.
	- Changed maxplayers to 12.
	- Should have fixed mine effects remaining when another player absorbs it when it's active.
	- Testing notes:
		* Another new tester was confused about red/blue balls, only adds to the urge for using some sort of starting tips system like hl2.

14-02-10:
	- Mines should now be respawning properly after 15 seconds if the mine holder died.
	- Added simple hints system... that's not so simple in that it has to only show the first time someone plays and from then on only when toggled. Got it working though.
	- 4 Week mark and I'm gonna push for a release now.

15-02-10:
	- Changed physcannon code so grappling can be supported for more than just mines and limited absorbing to only mines.
	- Added item_grapple_anchor with a closed rollermine model currently, gotta wait for GuessMyName to finish the model and send it to me.
	- Removed networking of angle and position vectors when absorbing mines. Since these don't need to be kept. Didn't remove the variables themselves as it's annoying to filter out what exactly needs to go, had a crash issue earlier where mdmp's weren't very helpfull, now there's no crashes.
	- Fixed player getting score for dealing damage to himself.
	- Testing notes:
		* Mines sometimes show up in the wrong places with wrong effects, possibly a side effect of client setting position when server isn't maybe?

16-02-10:
	- Moved a call to SetAbsOrigin called on Mines to server code only. Should fix above mentioned issue in the testing notes.
	- Added Bekeys tips image.
	- Increased speed at which red mines discharge.
	- Increased safe time from own punted mines from 0.4 seconds to 0.75 seconds.
	- Testing notes:
		* Delay is noticable when grappling now according to Biohazard and Bekey.

17-02-10:
	- Changed part of grappling to client, specifically the part that sets m_bGrappleActive which in turn activates the grapple beam, helps to get rid of the above mentioned delay a little bit.
	- Testing notes:
		* Problem with minse still persists

18-02-10:
	- Changed seeking mode so it drains suit energy when firing, currently 75 units and needs at least 75 units, lowered suit recharge speed and increased seeker mine damage back to 25 again to compensate the cooldown. Can't toggle to seeking mode if not enough energy.
	- Re-added and fixed spectate mode with the exception of first person mode, which is looking kinda broken for the gravity gun(which is like that in hl2:dm anyway)
	- Tweaked around a bit with settings.
	- Testing notes:
		* Possibly an instant recharge of blue balls after firing a red ball.

19-02-10:
	- Added entity: trigger_minecharger
		* This brush trigger entity can recharge mines
	- Fixed bug with join/spectate menu.
	- Changed recharge time of blue mines to standard sprint bar recharge(fully recharge in 8 seconds), but drain charge by the full amount when firing and require full amount to re-fire, to compensate, firing a red ball will make blue mines recharge faster.
	- Made it alot easier to grapple by putting all entities that can be grappled together in a list and looping through all those entities, doing cone checks and seeing which is the closest.
	- Added GuessMyName's grapple anchor model and buggered around a bit with a particle effect for it, which GuessMyName is gonna modify further
	- Testing notes:
		* Nothing too important, should reduce the new grapple cone a bit since it's a bit too wide.

20-02-10:
	- Should have fixed player counter on scoreboard
	- Fixed delay when grappling
	- Fixed up gravity gun effects a bit.
	- Lowered cone check from 0.9659258f to 0.99f meaning more accurate aiming is required on the player for the grappling beam, but more accurate results as well.
	- Lowered the time before charged mines can be grabbed again. Blue mines can be grabbed about 0.1 sec earlier than red mines.
	- Fixed problem with oversized mine trigger bounds causing problems with trigger_minecharger and item_grapple_anchor. Massive thanks to Biohazard on this one!
	- Testing notes:
		* Red/Blue glow still not visible on remote players
		* Firing a red mine should instantly recharge blue
		* Still problems with mines showing up you can't interact with.

21-02-10:
	- 5 weeks since development started, mod is very close to a release now.
	- After muddling a tiny bit with code I noticed an issue with respawning mines, got rid of that issue now, not sure if it was because of what I did... or if it was always doing that! Lets hope it helps fix the odd issue of mines that become untouchable.
	- Improved grapple and grab system a little. Decreased grab range for cone check by 75 units for grabbing.
	- Made trace to check if not going through solid a tracehull with a very small hull(4 by 4 by 4) and put the code before the m_flNextSecondaryAttack so it executes a lot more often.
	- Made movement code for grappling shared(again). When moving there is a noticable result with over 100 ping. Shared code makes it move smoother. Although the initial grab velocity boost is still a small tad laggy because it relies on server side grapple detection.
	- Should have fully fixed not being able to see someone having red mode or blue mode most of the time. Moved the DoEffect code to ClientThink so it's always does this for remote players as well, while previously it was only in ItemPostFrame which is only done for the local player. Could be possibly expensive though.
	- Testing notes:
		* The mine bug didn't show up at all, players now correctly show red/blue glow if they have a mine.

22-02-10:
	- Nothing, messed with item_minecharger, but couldn't make it how I wanted it, so it's dropped for this version. Release date is set for friday!
	- Testing notes:
		* Nothing too important, aside from more new player "guidance" so they will understand the controls and how the mod works more easily.

23-02-10:
	- Official trailer out and release date set to the 26th!
	- Changed next primary attack after launching a mine to be 0.4 seconds after instead of 0.75
	- Changed next secondary attack to 0.3f in the future instead of 0.15f after releasing grapple.
	- Changed next secondary when grapple beam gets interuppted from 0.25 to 0.4 secs in the future.