+2015-06-21
+ * extended automatic tape playing modes:
+ - "autotest" to automatically test tapes (this was "autoplay" before)
+ - "autoplay" to automatically play tapes (visibly)
+ - "autoffwd" to automatically play tapes (visibly, with maximum speed)
+
+2015-06-16
+ * fixed and enhanced screen fading and background/border handling
+
+2015-05-31
+ * added setup option to enable/disable (now optional) snapshot buttons
+
+2015-04-22
+ * added lag prevention to door/request/envelope animations
+
+2015-04-15
+ * added option "program_icon_file" to run-time "special edition" support
+
+2015-04-14
+ * added run-time "special edition" support;
+ this change is especially targeted to the "R'n'D jue" special edition
+ of R'n'D, which changed some defaults at compile-time in previous
+ versions, like:
+ - using a different default artwork set (with fallback artwork for
+ classic artwork not existing in the special edition),
+ - using a different default level set,
+ - using a different program name and user data directory,
+ - starting with different default setup values and
+ - using custom artwork even at a very early stage of startup
+ (like initial fonts and initial loading/busy animation);
+ these changes can now all be accomplished at run-time by using a new
+ program-specific configuration file in the same location and with the
+ same name as the game binary (minus a potential binary file extension
+ ".exe", plus a configuration file extension ".conf", so a binary file
+ "rnd_jue.exe" would be complemented by a new file "rnd_jue.conf" in
+ the same directory);
+ this config file can contain all options found in "setup.conf" plus
+ the following new, internal "special edition" default settings:
+ - program_title (like "R'n'D jue")
+ - program_author (like "Juergen Bonhagen")
+ - program_email (like "jue@artsoft.org")
+ - program_website (like "http://jue.artsoft.org/")
+ - program_copyright (like "(c) 2015 by jue")
+ - program_company (like "A game by jue")
+ - default_graphics_set (like "jue0")
+ - default_sounds_set (like "jue0")
+ - default_music_set (like "jue0")
+ - fallback_graphics_file (like "fallback.png")
+ - fallback_sounds_file (like "fallback.wav")
+ - fallback_music_file (like "fallback.wav")
+ - default_level_series (like "jue_start")
+ - choose_from_top_leveldir ("true" or "false")
+ where the "default" artwork set definitions are used to specify new
+ default artwork that replaces the "classic" artwork sets, while the
+ "fallback" settings specify artwork files used for all artwork files
+ that would exist in the classic artwork sets, but are not defined or
+ cannot be found in the new default artwork set; the program title is
+ used for things like window title, title screens and user data folder
+ name, and the entry point for choosing a level set can be changed
+ from the current level set location to the topmost level tree node
+
+2015-04-07
+ * added sound definitions for pressing and releasing main menu buttons
+
+2015-03-31
+ * fixed slow tape quick-loading due to unneeded tape area update
+
+2015-03-30
+ * replaced stop/play buttons in game panel with save/load buttons
+
+2015-03-24
+ * added step-based engine snapshots to undo/redo single steps in game
+
+2015-03-19
+ * fixed (swapped) editor zoom directions for '-' and '+' (keypad) keys
+
+2015-03-18
+ * added dynamically configurable graphics and layout of editor gadgets
+
+2015-03-11
+ * fixed (swapped) editor zoom directions for left and right mouse button
+
+2015-03-10
+ * added main menu backlink to level set selection screen
+
+2015-03-07
+ * added support for gadget-like pressable menu buttons on main screen
+
+2015-03-02
+ * added classic graphics, sounds and music to git repository
+ * added classic level sets to git repository
+ * added element description files to git repository
+ * changed mouse cursor on title screens not being always invisible
+ * added manually edited non-preset audio volume values to select list
+ (if sound, loops or music volume was manually edited in "setup.conf")
+
+2015-02-27
+ * fixed using "background.TOOLBOX", which was simply ignored before
+
+2015-02-23
+ * added key pad '-', '+' and '0' keys to zoom function in level editor
+ * changed editor key shortcut for undo/redo to 'u' and 'Shift-u'
+ * fixed using 'PageUp' and 'PageDown' keys for element list in editor
+
+2015-02-21
+ * added 1%, 2% and 5% to volume controls for sound and music settings
+
+2015-02-14
+ * fixed bug with editor border element not adjusted after resizing level
+ * changed unused playfield from "default" to "empty" after loading level
+ * increased number of undo/redo steps in level editor from 10 to 64
+
+2015-02-13
+ * added zoom functionality for playfield drawing area to level editor
+ (use left, right and middle mouse buttons on new "zoom" toolbox button
+ or use keys '-', '+' and '0' to zoom out, in or reset to default size)
+
+2015-02-11
+ * fixed bug not updating game panel values in visible warp forward mode
+
+2015-02-10
+ * changed position of CE/GE use/save template gadgets to be visually
+ separated from other CE/GE gadgets (to prevent accidental use)
+ * fixed bug in editor when using undo after rotating level repeatedly
+ * added 'redo' functionality to editor (by pressing 'undo' with right
+ mouse button or by using key shortcut "Shift-R")
+
+2015-02-04
+ * added configurability of editor control buttons (toolbox buttons)
+
+2015-02-03
+ * finished configurability of tape date and time display positions
+ * fixed bug with game buttons in tape area not properly redrawn
+ * fixed small graphical bug with default tape time display position
+ * added optionally configurable game frame counter to tape display
+
+2015-02-02
+ * fixed configurability of editor element palette (for columns != 4)
+
+2015-01-29
+ * improved configurability of tape date and time display positions
+ * added configurability of element properties button in editor
+ * added build dependency for auto-conf files
+
+2015-01-27
+ * added looking for editor element descriptions in level set directory
+ (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
+
+2015-01-25
+ * moved "element properties" button in editor from toolbox to palette
+ * added "zoom level tile size" button in editor to toolbox (currently
+ no function behind it; will be used to zoom level editor playfield)
+ * added key shortcuts '1' to '3' to view properties of drawing elements
+ * fixed gadget display bug in editor (door 1 area) after test playing
+ * fixed bugs when changing drawing area gadgets (like group elements)
+
+2015-01-19
+ * re-enabled editor palette element options in setup configuration file
+
+2014-12-13
+ * fixed loading custom PCX image files with default artwork file names
+ (like "RocksDoor.pcx") which are not redefined in artwork config file
+ (this is a special fix for Zelda 2 and probably some other existing
+ level sets which use new graphics which are not defined in the file
+ "graphicsinfo.conf", but use a file name of one of default graphics
+ (like "RocksScreen.pcx"); this did not work anymore for PCX files
+ since the default graphics files have been changed to PNG files, so
+ different file names are checked now (like "RocksScreen.png"), so if
+ the PNG files cannot be found, the old PCX files are also checked)
+
+2014-12-03
+ * added some more graphics customization options for the level editor:
+ - editor.button.prev_level (position)
+ - editor.button.next_level (position)
+ - editor.input.level_number (position)
+ - editor.palette.tile_size (tile size for palette elements)
+ - editor.palette.element_left.tile_size (draw element tile size)
+ - editor.palette.element_middle.tile_size (draw element tile size)
+ - editor.palette.element_right.tile_size (draw element tile size)
+ - editor.input.gfx.level_number (current level number input field)
+
+2014-11-22
+ * fixed menu display bugs caused by drawing outside menu area (again)
+
+2014-11-19
+ * fixed broken door animations when switching between custom graphics
+
+2014-11-06
+ * fixed layout for "level set info" to support custom playfield size
+ * fixed changing from title to info screen with custom playfield size
+
+2014-11-02
+ * fixed bug with not updating default bitmap pointer for scaled images
+ * fixed redraw/fade bugs when redefining the playfield size or position
+
+2014-10-27
+ * fixed some smaller issues with loading custom artwork
+
+2014-10-22
+ * added warnings when using undefined element and graphic names in
+ custom artwork definitions (like ".crumbled_like" or ".clone_from")
+ * added setting default filenames for all cloned graphics in static
+ graphics configuration on startup (to be able to fall back later)
+
+2014-10-20
+ * fixed using buttons on main screen with size other than 32x32 pixels
+ * fixed some initialization bugs for scrollbars and main screen buttons
+ * fixed bug when drawing non-element graphics (without separate in-game
+ graphic/bitmap defined) while non-standard game tile size is defined
+
+2014-10-17
+ * removed some remaining unused X11 stuff
+ * fixed bug with potentially suppressed exit error message on startup
+
+2014-10-16
+ * fixed bug not loading tape when selecting level from level selection
+ screen (thanks to filbo for finding this bug and supplying a patch)
+
+2014-10-15
+ * fixed menu display bugs (drawing outside menu area with draw offset)
+ * fixed menu key navigation bugs (when using smaller menu list size)
+
+2014-10-14
+ * added support for animated door parts during opening/closing movement
+
+2014-10-13
+ * added automatic detection of normal/steel character elements in level
+ editor when drawing text (depending on currently selected element)
+
+2014-10-13
+ * eliminated historical ISO-8859-1 characters from source code files
+ (but still using them internally for special character encodings)
+ * changed output of special character for level sketch brushes to UTF-8
+
+2014-10-08
+ * added handling of unselectable selectbox options and option headlines
+
+2014-10-07
+ * fixed bug when changing between graphic sets with different tile size
+ * cleanup of handling the various graphic sizes for different purposes
+ (like 32x32, 16x16 etc.); this change was needed for the bugfix above
+
+2014-10-02
+ * added virtual keyboard on Android port when entering player name
+
+2014-10-01
+ * fixed "quick menu doors" and sounds for door and envelope requests
+
+2014-09-29
+ * fixed display bugs with certain custom menu definitions regarding the
+ hall of fame (high scores) and setup screens that require scrolling
+ (these display bugs showed up with custom menu graphics of R'n'D jue)
+
+2014-09-28
+ * fixed bug with animation frames per line with non-standard tile size
+ (relevant for example for 64x64 sized frames continued on next row)
+
+2014-09-22
+ * removed checking of file identifier tokens for configuration files
+
+2014-09-19
+ * fixed bug where player actions were only mapped in team mode
+ (this broke four tapes in automatic game engine unit test where
+ old levels contained a non-yellow player, like rnd_abby_king, 011)
+
+2014-09-15
+ * removed large parts of the preprocessor hell of old and unused code
+
+2014-09-14
+ * updated source file headers (mainly author contact information)
+
+2014-09-11
+ * added key shortcuts for window scaling and toggling fullscreen mode:
+ - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
+ - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
+
+2014-09-10
+ * fixed some drawing bugs when scaling graphics due to "game.tile_size"
+ * added some performance improvements when handling SDL surface scaling
+
+2014-09-04
+ * added custom graphics property "game.tile_size" to define in-game tile
+ size (this defines the tile size actually displayed on the playfield);
+ tile graphics will either be scaled to the defined game tile size or
+ have to be specified with the same image size (using ".tile_size")
+
+2014-09-01
+ * added custom graphics property ".tile_size" to define tile image size
+ for game element graphics (like "custom_1.tile_size"); non-standard
+ sized images will then be scaled accordingly to standard tile size
+
+2014-08-30
+ * fixed music still being played in Android version when in background
+
+2014-08-30
+ * added Android "menu" button to be treated as "yes" requester button
+ (while the Android "back" button was already treated as "no" button)
+
+2014-08-28
+ * added command line options "--version" / "-V" to show program version
+ (also shows SDL library versions when prefixed with "--debug" option)
+
+2014-08-27
+ * error file set to unbuffered to prevent truncation in case of crashes
+
+2014-08-19
+ * fixed bug causing wrong screen updates while playing (whole screen
+ update from backbuffer instead of playfield buffer if REDRAW_ALL set)
+ * fixed nasty (typo) bug in native EM engine causing broken player
+ graphics when using different (redefined) playfield size
+
+2014-08-18
+ * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
+ to be displayed incorrectly (with broken scaling) when switching
+ between small and normal game graphics (thanks a lot to filbo for
+ analyzing and describing how to exactly reproduce this bug)
+
+2014-05-15
+ * removed MS-DOS support
+ * removed native X11 support (X11 now only supported via SDL/SDL2)
+
+2014-05-14
+ * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
+
+2014-05-13
+ * fixed level redraw after quick-loading tape with small tile graphics
+
+2014-03-03
+ * added compatibility code for existing request door animation settings
+
+2014-03-01
+ * added ultra-generic, ultra-flexible request door animation handling
+
+2014-02-18
+ * fixed major bugs in handling single-player and multi-player tapes
+ (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
+
+2014-02-13
+ * fixed various problems with playfield and requester/tape/editor doors
+ defined to be at non-standard screen positions in artwork config file
+
+2014-01-28
+ * added envelope style requester dialog (alternative to door requester)
+
+2014-01-27
+ * fixed problems with window scaling and updating related setup value
+ * added setup option to select anti-aliasing quality of scaled windows
+
+2014-01-17
+ * improved speed of displaying progress when loading levels and artwork
+ * changed fullscreen and window scaling changes in setup menu to have
+ immediate effect (instead of being effective after leaving setup menu)
+
+2014-01-15
+ * fixed toons stopping on continuous touch events on Mac OS X
+
+2014-01-14
+ * fixed bug when displaying game envelope with even sized playfield
+ * added graphic configuration options for request (dialog) buttons
+
+2014-01-13
+ * fixed some redraw bugs with window scaling under Mac OS X
+
+2014-01-10
+ * fixed problems with window scaling and updating related setup value
+
+2014-01-07
+ * fixed problems related to fullscreen switching and window scaling
+
+2014-01-06
+ * fixed inconsistent custom artwork constants numbering in src/main.h,
+ src/screen.c and src/conf_gfx.c (this really should be cleaned up)
+ (this bug caused custom artwork definition to set wrong variable)
+
+2014-01-05
+ * fixed using fullscreen mode on Android instead of pseudo-window mode
+ * fixed keeping desktop fullscreen mode when changing viewport size
+
+2014-01-04
+ * fixed remaining text input problems for non-ASCII keys with modifier
+ * added window scaling options to graphics setup menu
+
+2014-01-03
+ * fixed key code problems with certain keys for SDL2
+ (keypad keys not being in numerical order; number of function keys)
+ * fixed text input problems for text characters using modifier keys
+
+2014-01-02
+ * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
+
+2013-12-28
+ * fixed graphical bugs when using renderer/texture based graphics
+
+2013-12-23
+ * fixed playing certain sounds (menu navigation sound and counting
+ score sound after solving a level) when "normal sounds" are disabled
+
+2013-12-16
+ * continued porting Rocks'n'Diamonds to Android (levels now playable)
+
+2013-12-12
+ * added SDL2 renderer/texture based graphics frame handling to allow for
+ "desktop" style fullscreen mode and scaling of game screen/window
+
+2013-12-11
+ * removed limitation of artwork files to selected file types (this means
+ that every file type supported by SDL_image and SDL_mixer can be used)
+ * changed default graphics from PCX to PNG (needed for Android version
+ to prevent painfully slow image loading, although not compressing PCX
+ files in the assets directory of the APK package might also work fine)
+ * fixed bug with SDL_BlitSurface creating garbage when source and target
+ surface are the same (this bug also existed in versions of SDL 1.2.x)
+
+2013-12-07
+ * started porting Rocks'n'Diamonds to Android (already shows main menu)
+
+2013-12-03
+ * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
+
+2013-12-01
+ * version number set to 3.3.1.3
+
+2013-11-24
+ * version 3.3.1.2 released
+
+2013-11-20
+ * improved error handling: display error message on screen (not only in
+ the error file or on the console), and display path of the error file
+
+2013-11-13
+ * fixed problem with R'n'D restarting with same level set that may have
+ caused a problem (and therefore failing again and again); after an
+ error, the last level set is now deactivated in file "levelsetup.conf"
+ to restart with default level set (which should work without error)
+
+2013-11-07
+ * fixed determining main game data directory on Mac OS X "Mavericks"
+
+2013-11-04
+ * version number set to 3.3.1.2
+
+2013-11-04
+ * version 3.3.1.1 released
+
+2013-11-03
+ * added scripts directory to distribution package to enable building
+ element definitions after editing artwork config source code files
+
+2013-10-26
+ * added volume controls for sounds, loops and music to sound setup
+
+2013-10-24
+ * version number set to 3.3.1.1
+
+2013-10-23
+ * version 3.3.1.0 released
+
+2013-10-21
+ * version number set to 3.3.1.0
+
+2012-10-13
+ * fixed display of level time switching from ascending to descending
+ when making use of the "time orb bug" (see element setting in editor)
+ (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
+ * fixed graphics performance problems (especially on Mac OS X) by using
+ whole-playfield redraw on SDL target, while still using the previous
+ single-tile redraw method on X11 target (using redraw tiles threshold)
+
+2011-10-07
+ * fixed code (esp. random/tape handling) when compiled on 64-bit systems
+ (by replacing all "long" types by "int" types)
+
+2010-11-19
+ * fixed nasty bug (affecting crumbled graphics) after adding new special
+ graphics suffix ".TAPE" (and messing some things up in src/main.c)
+
+2010-08-04
+ * fixed wrong argument order in DrawTextBuffer() in gadgets.c
+ (this caused fonts in envelope config in level editor being invisible)
+
+2010-07-19
+ * fixed some problems with half tile size and even tile sized playfields
+
+2010-07-12
+ * added level selection screen (when clicking on main menu level number)
+ * added level tracing (played, solved) for use in level selection screen
+ (to display already played or solved levels in different font color)
+
+2010-06-24
+ * added alternative game mode for playing with half size playfield tiles
+ * fixed another memory violation bug in the native Supaplex game engine
+ (this potential memory bug was also in the original Megaplex code, but
+ apparently only occured under rare conditions triggered by using the
+ additional added preceding playfield memory area to make a few strange
+ levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
+ solvable (this all worked fine in the classic DOS version, of course))
+
+2010-06-23
+ * added graphics performance optimization to native Supaplex game engine
+ * fixed bug with accidentally removing preceding buffer in SP engine
+ * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
+ (to prevent compatibility mapping of these newer graphics to older
+ (custom) versions of "RocksDoor.pcx" which did not contain them yet)
+
+2010-06-18
+ * added separately configurable game panel background to graphics config
+ * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
+
+2010-06-16
+ * added tape panel graphics and screen positions to graphics config
+
+2010-06-15
+ * added compatibility stuff for redefined "global.door" (which affects
+ all parts of that image that have their own graphics definition now)
+
+2010-06-14
+ * added sound button graphics to graphics config
+
+2010-06-13
+ * added tape button graphics and screen positions to graphics config
+
+2010-06-09
+ * improved single step mode in R'n'D, EM and SP engines
+
+2010-06-08
+ * version number set to 3.3.0.2
+
+2010-06-08
+ * version 3.3.0.1 released
+
+2010-06-08
+ * added configurable key shortcuts for snap+direction player actions
+ (probably most useful for recording tool-assisted speedrun (TAS)
+ tapes using the single-step mode of the tape recorder)
+
+2010-05-28
+ * version number set to 3.3.0.1
+
+2010-05-25
+ * version 3.3.0.0 released
+
+2010-05-22
+ * fixed missing memory allocation in SP engine when saving engine data
+ for non-SP game engine snapshots (which also stores SP engine part)
+
+2010-05-21
+ * fixed problem with scrolling in native EM engine in multi-user mode
+ (this bug was just introduced with the experimental viewport stuff)
+ * fixed animation of splashing acid in EM engine with classic artwork
+ * fixed animation of cracking nut in EM engine with classic artwork
+ * fixed (implemented) single step mode in native EM and SP engines
+ * fixed "latest_engine" flag in classic levels (moved to single sets)
+ * updated SDL library DLLs for Windows to the latest release versions
+ (this fixed some mysterious crashes of the game on Windows systems)
+ * replaced EM and SP set in classic level set with native level files
+ * finally added a newly written "CREDITS" file to the game package
+ * removed sampled music loops from classic music set
+
+2010-04-20
+ * changed native Emerald Mine engine to support different viewport sizes
+
+2010-04-19
+ * changed native Supaplex engine to support different viewport sizes
+
+2010-04-07
+ * added initial, experimental support for different viewport properties
+ (with "viewports" being menu/playfield area and doors; currently the
+ size of the menu/playfield area and door positions can be redefined)
+
+2010-04-02
+ * added initial, experimental support for different window sizes
+
+2010-03-27
+ * added support for native Sokoban solution files in pure 'udlrUDLR'
+ format with extension ".sln" instead of ".tape" for solution tapes
+
+2010-03-26
+ * added image config suffix ".class" to be able to define classes of
+ crumbled elements which are then separated against each others when
+ drawing crumbled borders (class names can freely be defined)
+ (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
+ emc_grass" results in sand and emc_grass being crumbled separately,
+ even if directly adjacent on the playfield.)
+ * added image config suffix ".style" to use two new features for
+ crumbled graphics:
+ - "accurate_borders": try to draw correctly crumbled corners (which
+ means that a row of crumbled elements does not have two crumbled
+ corners for each element in the row, but only at the "real" corners
+ at the start and the end of the row of elements)
+ - "inner_corners": also draw inner corners in concave constructions
+ of several crumbled elements -- this is currently a big kludge: the
+ number of frames for crumbled graphic must be "2", with the first
+ frame as usual (crumbled graphic), while the second frame contains
+ the graphic with inner (crumbled) corners for the crumbled graphic
+ (These two features are mainly intended for bevelled walls, not for
+ diggable elements like sand; "inner_corners" only works reliably for
+ static walls, not for in-game dynamically changing walls using CEs.)
+
+2010-03-16
+ * finished code cleanup of native Supaplex game engine
+
+2010-03-14
+ * started code cleanup of native Supaplex game engine
+
+2010-03-13
+ * integrated playing sound effects into native Supaplex game engine
+
+2010-03-10
+ * added configurable key shortcuts for the tape recorder buttons
+
+2010-03-09
+ * added (hidden) function to save native Supaplex levels with tape as
+ native *.sp file containing level with demo (saved with a file name
+ similar to native R'n'D levels, but with ".sp" extension instead of
+ ".level"); to use this functionality, enter ":save-native-level" or
+ ":snl" from the main menu with the native Supaplex level loaded and
+ the appropriate tape loaded to the tape recorder
+ * fixed potential crash bug caused by illegal array access in engine
+ snapshot loading and saving code
+ * changed setting permissions of score files to be world-writable if
+ the program is not installed and running setgid to allow the program
+ to modify existing score files when run as a different user (which
+ allows cheating, of course, as the score files are not protected
+ against modification in this case)
+ * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
+ the top level Makefile for Debian / Ubuntu installations
+ * added saving read-only levels from editor into personal level set
+ (thanks to Bela Lubkin for the above four patches)
+
+2010-03-03
+ * added updating of game values on the panel to Supaplex game engine
+
+2010-02-23
+ * finished integrating R'n'D graphics engine into Supaplex game engine
+ (although some animations do not support full customizability yet)
+
+2010-02-22
+ * done integrating R'n'D graphics engine into file "Infotron.c"
+ * done integrating R'n'D graphics engine into file "OrangeDisk.c"
+
+2010-02-19
+ * integrated engine snapshot functionality into Supaplex game engine
+
+2010-02-16
+ * fixed bug in native Supaplex engine that broke several demo solutions
+ * fixed bug with re-initializing already existing elements in function
+ RelocatePlayer() in src/game.c (causing problems with Sokoban fields
+ counted a second time, making the currently playing level unsolvable)
+ * done integrating R'n'D graphics engine into file "SnikSnaks.c"
+ * done integrating R'n'D graphics engine into file "Electrons.c"
+ * done integrating R'n'D graphics engine into file "Zonk.c"
+
+2010-02-14
+ * done integrating R'n'D graphics engine into file "Murphy.c"
+ * done integrating R'n'D graphics engine into file "BugsTerminals.c"
+
+2010-02-07
+ * started integrating R'n'D graphics engine into Supaplex game engine
+
+2010-02-02
+ * added small kludge that allows transparent pushing animation over
+ non-black background (by using "game.use_masked_pushing: true")
+ * added editor flag to Sokoban field/object elements to automatically
+ finish solved Sokoban style levels (even if they contain non-Sokoban
+ elements, which prevents auto-enabling this feature for such levels)
+
+2010-01-10
+ * added new element "from_level_template" which is replaced by element
+ from level template at same playfield position when loaded (currently
+ not accessible from level editor, but only used for special Sokoban
+ level conversion when using "special_flags: load_xsb_to_ces")
+ * added special behaviour for "special_flags: load_xsb_to_ces": global
+ settings of individual level files are overwritten by template level
+ (except playfield size, level name, level author and template flag)
+
+2010-01-07
+ * added handling of gravity ports when converting Supaplex style R'n'D
+ levels to native Supaplex levels for playing with Supaplex engine
+
+2010-01-06
+ * fixed bug in Supaplex engine regarding initial screen scroll position
+
+2009-12-17
+ * fixed EMC style pushing animations in the R'n'D graphics engine (when
+ using ".2nd_movement_tile" for animations having start and end tile)
+ * for this to work (look) properly for two-tile pushing animations with
+ non-black (i.e. opaque) background, the pushing graphics drawing order
+ was changed to first draw the pushed element, then the player (maybe
+ this should be controlled by an ".anim_mode" flag yet to be added)
+ * two-tile animations for moving or pushing should have 7 frames for
+ normal speed, 15 frames for half speed etc. to display correct frames
+ * two-tile animations are also displayed correctly with different speed
+ settings for the player (for pushing animations) or moving elements
+
+2009-12-16
+ * added searching for template level (file "template.level") not only
+ inside the level set directory, but also in above level directories;
+ this makes is possible to use the same single template level file
+ (placed in a level group directory) for many level sub-directories
+
+2009-12-10
+ * fixed bug with steel exit being destructible during opening phase
+ * added token "special_flags" to "levelinfo.conf" (currently with the
+ only recognized value "load_xsb_to_ces", doing the same as the flag
+ "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
+ converting all elements in native (XSB) Sokoban level files to CEs)
+
+2009-12-08
+ * fixed some problems with Supaplex engine when compiling for Windows
+
+2009-12-05
+ * added special mode to convert elements of Sokoban XSB levels to CEs
+ by adding "-Dload_xsb_to_ces" to the command line starting the game
+ (also adding a dependency to a template level file "template.level")
+
+2009-12-01
+ * added reading native Sokoban levels and level packages (XSB files)
+
+2009-11-25
+ * fixed bugs in (auto)scrolling behaviour when passing ports or when
+ wrapping around the playfield through "holes" in the playfield border
+
+2009-11-24
+ * changed internal playfield bitmap handling from playfield sized bitmap
+ to screen sized bitmap (visible scrolling area), therefore speeding up
+ graphics operations (by eliminating bitmap updates in invisible areas)
+ and removing playfield size limitations due to increasing bitmap size
+ for larger playfield sizes (while the new implementation always uses
+ a fixed playfield bitmap size for arbitrary internal playfield sizes)
+
+2009-11-12
+ * fixed bug with single step mode (there were some cases where the game
+ did not automatically return to pause mode, e.g. when trying to push
+ things that cannot be pushed or when trying to run against a wall)
+
+2009-11-01
+ * added support for loading Supaplex levels in MPX level file format
+
+2009-10-31
+ * fixed SP engine to set "game over" not before lead out counter done
+
+2009-10-30
+ * fixed (potential) compile error when using GCC option "-std=gnu99"
+ (thanks to Tom "spot" Callaway)
+
+2009-10-28
+ * fixed array allocation in native Supaplex engine to correctly handle
+ preceding scratch buffers (needed because of missing border checking)
+ * fixed playfield initialization to correctly add raw header bytes as
+ subsequent scratch buffer (needed because of missing border checking)
+
+2009-10-24
+ * most important parts of native Supaplex engine integration working:
+ - native Supaplex levels can be played in native Supaplex engine
+ - native Supaplex level/demo files ("*.sp" files) can be re-played
+ - all 111 classic original Supaplex levels automatically solvable
+ - native Supaplex engine can be selected and used from level editor
+ - logic of re-playing Supaplex demos migrated to R'n'D tape logic
+
+2009-09-25
+ * fixed another translation problem from VisualBasic to C (where "int"
+ should be "short") causing unsolvable demos with bugs and terminals
+ ("bugs" being related to the Supaplex "buggy base" element here ;-) )
+
+2009-09-23
+ * fixed bug when reading Supaplex single level files (preventing loader
+ from seeking to level position like in Supaplex level package files)
+
+2009-08-01
+ * first classic Supaplex level running and solved by solution/demo tape
+
+2009-06-20
+ * started with integration of native Supaplex engine, using source code
+ of Megaplex from Frank Schindler, based on original Supaplex engine
+
+2009-06-16
+ * version number set to 3.2.6.2
+
+2009-06-15
+ * version 3.2.6.1 released
+
+2009-05-31
+ * fixed bug with element_info[e].gfx_element not being initialized in
+ early game stage, causing native graphics in EMC level sets to be
+ mapped completely to EL_EMPTY (causing a blank screen when playing)
+ (this only happened when starting the program with an EMC set with
+ native graphics, but not when switching to such a set at runtime)
+
+2009-03-30
+ * deactivated blit-to-same-surface workaround again (see 2009-03-24)
+ and using self-compiled, patched SDL.dll that solves this problem
+ (interim solution until release of SDL 1.2.14 that should fix this)
+
+2009-03-26
+ * extended backwards compatibility mode to allow already fixed bug with
+ change actions (see "2008-02-05") for existing levels (especially the
+ Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
+
+2009-03-24
+ * reactivated workaround to prevent program crashes due to blitting to
+ the same SDL surface that apparently only occurs on Windows systems
+ (this is no final solution; this problem needs further investigation)
+
+2008-11-05
+ * version number set to 3.2.6.1
+
+2008-11-04
+ * version 3.2.6.0 released
+
+2008-10-11
+ * fixed behaviour of player option "no centering when relocating" which
+ was incorrect when disabled and relocation target inside visible area
+ and "no scrolling when relocating" enabled at the same time
+
+2008-10-06
+ * fixed problems with re-mapping players on playfield to input devices:
+ previously, players found on the level playfield were changed to the
+ players connected to input devices (for example, player 3 in the level
+ was changed to player 1 (using artwork of player 3, to be able to use
+ a player with a different color)); this had the disadvantage that CE
+ conditions using player elements did not work (because the players in
+ the level definition are different to those effectively used in-game);
+ the new system uses the same player elements as defined in the level
+ playfield and re-maps the input devices of connected players to the
+ corresponding player elements when playing the level (in the above
+ example, player 3 now really exists in the game and is moved using the
+ events from input device 1); level tapes still store the events from
+ input devices 1 to 4, which are then re-mapped to players accordingly
+ when re-playing the tape (just as it is done when playing the level)
+
+2008-09-29
+ * fixed bug with player relocation while the player switches an element
+
+2008-09-24
+ * fixed bug with EM/DC style exit and EM/DC style steel exit which was
+ not walkable (and did not let the player enter) when in process of
+ opening, but not fully open yet (which can cause the player not being
+ able to enter the exit in EM/DC style levels in time)
+
+2008-08-02
+ * fixed some bugs regarding the new level/CE random seed reset options
+
+2008-07-14
+ * moved "level settings" and "editor settings" to two tabbed screens in
+ level editor to gain space for additional level property settings
+ * added level setting to start a level with always the same random seed
+ * added CE action "set random seed" to re-initialize random seed in game
+ (this is the only CE action that gets executed before the CE changes,
+ which is needed to use the newly set random seed during the CE change)
+
+2008-06-16
+ * fixed redraw problem of special editor door when playing from editor
+
+2008-06-16
+ * fixed initialization of gfx_element for level sketch image creation
+
+2008-06-15
+ * added switch for EM style dynamite "[ ] explodes with chain reaction"
+ (with default set to "on" for existing levels, but "off" for all new
+ levels), as EM style dynamite does not chain-explode in original EM
+
+2008-02-05
+ * added optional initial inventory for players (pre-collected elements)
+ * added change page actions "set player inventory" and "set CE artwork"
+ * added recognition of "player" parameter on change pages when player
+ actions are defined, but no trigger player in corresponding condition
+ (this resulted in actions that only affected the first player before)
+ * fixed bug with change actions being executed for newly created custom
+ elements resulting from custom element changes, when the intention was
+ only to check for change actions for the previous custom element
+
+2008-02-03
+ * changed design and size of element drawing area in level editor
+ * added "element used as action parameter" to element change actions
+
+2008-01-27
+ * added possibility to reanimate player immediately after his death
+ (for example, by "change to <player> when explosion of <player>")
+
+2008-01-25
+ * fixed bug with "gray" white door not being uncovered by magnifier
+ * added score for collecting (any) key to the white key config page
+
+2008-01-22
+ * added condition "deadly when <getting hit by>" for custom elements
+ that behaves a bit like the existing "deadly when <colliding with>",
+ but with the following differences:
+ - it only kills players or friends when it was moving before it hits
+ - it does not kill players or friends that try to run into it
+
+2008-01-21
+ * fixed the following change conditions where a player element is used
+ as the "element that is triggering the custom element change":
+ - touching <element>
+ - hitting <element>
+ - explosion of <element>
+ - move of <element>
+ (the last two conditions already worked partially, but only for the
+ first player, and not for the "Murphy" player when using "move of")
+
+2008-01-20
+ * fixed crash bug caused by accessing invalid element (with value -1)
+ in UpdateGameControlValues()
+ * fixed graphical bug when using two-tile movement animations with EMC
+ game engine without explicitly using native EMC graphics engine
+
+2007-10-31
+ * fixed bug in new "can dig" feature (see below) so that an unsuccessful
+ try to push something (due to push delay) does not cause a dig action
+
+2007-10-29
+ * fixed bug with reference elements used as trigger elements on custom
+ element change pages not being recognized
+ * fixed bug with reference elements not being removed from the playfield
+ * added engine functionality that allows custom elements that "can dig"
+ other elements not only to do so when moving by themselves, but also
+ when being pushed by the player (therefore adding the functionality to
+ push one element over another element, replacing it with the new one)
+
+2007-10-23
+ * added command line function to write level sketch images to directory
+
+2007-10-20
+ * merged override and auto-override options into new override options
+ with a new data type than can take the values "no", "yes" and "auto"
+
+2007-10-18
+ * fixed growing steel wall to also leave behind steel wall instead of
+ normal, destructible wall
+ * fixed handling of rocks falling through stacks of quicksand with
+ different speed (before, the rocks just got stuck in the quicksand)
+
+2007-10-09
+ * fixed nasty bug with auto-override and normal override not working on
+ program startup (especially when current level set has custom artwork)
+
+2007-10-05
+ * version 3.2.5 released as special edition "R'n'D jue"
+
+2007-10-05
+ * fixed X11 crash bug when blitting masked title screens over background
+
+2007-10-04
+ * changed build system to support special editions (like "R'n'D jue")
+ * added (hardcoded) loading graphics for "R'n'D jue" special edition
+ * fixed X11 crash bug when scaling images with width/height less than 32
+
+2007-09-27
+ * added "background.PLAYING" (only visible as two-pixel border in game)
+ * added default level set for first start of special R'n'D version
+ * changed door animations for editor always behaving like "quick doors"
+
+2007-09-26
+ * added new custom artwork setup option "auto-override non-CE sets" for
+ automatic artwork override that is only used for level sets without
+ custom element artwork (as it does not make much sense to override
+ any artwork that redefines custom element artwork for sets using CEs)
+ * fixed default artwork for "special" R'n'D versions always using the
+ "classic" artwork as the base if base artwork is not explicitly
+ defined in "levelinfo.conf", regardless of different default artwork
+ used by the special R'n'D version -- this is needed because any such
+ custom artwork is designed using the "classic" artwork definitions as
+ the base (including menu definitions and screen positions etc., which
+ would otherwise be taken from the different special default artwork)
+
+2007-09-17
+ * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
+ for both EMC and R'n'D graphics engine (heavy workarounds needed due
+ to massively broken handling of quicksand in R'n'D game engine)
+ * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
+ * fixed crash bug (hopefully) when scrolling with cursor keys in editor
+
+2007-09-16
+ * fixed small bug in toon drawing (introduced when fixing the crash bug)
+
+2007-09-15
+ * added graphics definition "game.panel.highscore" to display the
+ current levels current high score in the game panel
+
+2007-09-13
+ * version number set to 3.2.5
+
+2007-09-13
+ * version 3.2.4 released
+
+2007-09-13
+ * fixed crash bug in toon drawing functions for large step offset values
+
+2007-09-12
+ * fixed some problems with displaying game panel when quick-loading tape
+
+2007-09-07
+ * fixed (experimental only) redrawing of every tile per frame (even if
+ unneeded) for the extended (R'n'D based) EMC graphics engine
+ * added optimization to only calculate element count for panel display
+ if really needed (that is, if element count values defined on panel)
+ * fixed problem with special editor door redraw when entering main menu
+
+2007-09-03
+ * fixed bug with displaying background for title messages on info screen
+ * some code cleanup for the extended (R'n'D based) EMC graphics engine
+
+2007-09-01
+ * fixed bug with CE action "move player" always resulting in player 4
+ if there was a CE action with no trigger player (because the player
+ element was calculated by using log_2() from trigger player bits with
+ the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
+ triggering player bit mask and handling all players in "move player"
+ * fixed bug when defined artwork cannot be found for artwork that has
+ default artwork cloned from other artwork (without default filename)
+ * added several fixes to the extended (R'n'D based) EMC graphics engine
+
+2007-08-26
+ * fixed broken editor copy and paste for custom elements between levels
+
+2007-08-25
+ * title messages are now also searched in graphics artwork directory;
+ those found in graphics directory have precendence over those found
+ in level directory -- this handles title messages stored in graphics
+ directories as part of the artwork set, just like title images; this
+ makes sense, as corresponding special font definitions for messages
+ are usually defined in the same graphics artwork directory, and also
+ because title images and title messages that are combined in a level
+ set introduction should usually not be separated when the level set
+ is used with a different artwork set (e.g. using "override graphics")
+ * fixed problem with door borders on main screen by first drawing doors
+ and then the corresponding border masks, but not vice versa
+ * fixed problem with artwork config entries using the value "[DEFAULT]";
+ this does not what one might expect, but sets the value to an invalid
+ value -- solution: simply ignore such entries, which results in this
+ value keeping its previous (real) default value (in general, entries
+ that should use their default value should just not be defined here)
+ * fixed problem with wrong fading area size from main menu to setup menu
+
+2007-08-22
+ * fixed problem with broken crumbled graphics after level set changes
+ when using R'n'D custom artwork with level sets using the EMC engine
+
+2007-05-07
+ * fixed invisible "joysticks deactivated ..." text on setup input screen
+
+2007-04-27
+ * added use of hashes created from static lists (element tokens, image
+ config, font tokens) to speed up lookup of configuration parameters
+ * fixed bug where element and graphic config token lookup was mixed up
+
+2007-04-26
+ * added "busy" animation when initializing program and loading artwork
+ * added initialization profiling for program startup (debugging only)
+
+2007-04-25
+ * fixed(?) very strange bug apparently triggered by memset() when code
+ was cross-compiled with MinGW cross-compiler for Windows XP platform
+ (this only happened when using SDL.dll also self-compiled with MinGW)
+
+2007-04-19
+ * added graphics engine directive "border.draw_masked_when_fading" that
+ enables/disables drawing of border mask over screen that is just faded
+
+2007-04-18
+ * fixed small problem with separate fading definition for game screen
+
+2007-04-14
+ * added additional configuration directives for setup screen draw offset
+ menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
+ in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
+ SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
+ used to define draw offset on custom artwork selection screens and
+ "CHOOSE_OTHER" is used on all other list style selection screens, like
+ choosing game speed or screen mode for fullscreen mode)
+ * added additional configuration directives to define main menu buttons:
+ - menu.button_name and menu.button_name.active
+ - menu.button_levels and menu.button_levels.active
+ - menu.button_scores and menu.button_scores.active
+ - menu.button_editor and menu.button_editor.active
+ - menu.button_info and menu.button_info.active
+ - menu.button_game and menu.button_game.active
+ - menu.button_setup and menu.button_setup.active
+ - menu.button_quit and menu.button_quit.active
+ * added eight pure decoration graphic definitions for the game panel
+
+2007-04-08
+ * added support for accessing native Diamond Caves II level packages
+ * fixed displaying of game panel values for Emerald Mine game engine
+ * fixed displaying end-of-level time and score values on new game panel
+
+2007-04-07
+ * added game panel control to display arbitrary elements on game panel
+ * added game panel control to display custom element score (globally
+ unique for identical custom elements) either as value or as element
+ * added ".draw_masked" and ".draw_order" to game panel control drawing
+
+2007-04-05
+ * fixed some general bugs with handling of ".active" elements and fonts
+
+2007-04-04
+ * cleanup of game panel elements (some elements were not really needed)
+ * added displaying of gravity state (on/off) as new game panel control
+ * added animation for game panel elements (similar to game elements)
+
+2007-04-03
+ * added new pseudo game mode "PANEL" to define panel fonts and graphics
+ - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
+ - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
+ (else graphics would have to use ".PLAYING", which would be confusing)
+ * fixed bug when fading out to game screen with border mask defined
+
+2007-04-02
+ * added attribute ".tile_size" for element style game panel controls
+
+2007-04-01
+ * added <space> key as additional valid key to use for confirm requester
+
+2007-03-31
+ * improved menu fading, adding separate fading definitions for entering
+ and leaving a "content" screen (in general), and optional definitions
+ for the special "content" screens SCORES, EDITOR, INFO and PLAYING
+
+2007-03-30
+ * added (currently invisible) setup option to define scroll delay value
+ * fixed small bug in priority handling when auto-detecting level start
+ position in levels without player element (but player from CE etc.)
+ * added option "game.forced_scroll_delay_value" to override user choice
+ of scroll delay value for certain level sets with "graphicsinfo.conf"
+ * replaced setup option "scroll delay: on/off" by new setup option that
+ directly allows selecting the desired scroll delay value from 0 to 8
+
+2007-03-28
+ * added displaying of most game panel control elements (not animated)
+
+2007-03-26
+ * added new configuration directives to display additional game engine
+ values on the game control panel, like the following examples:
+ - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
+ - game.panel.penguins - number of penguins to rescue
+ - game.panel.level_name - level name of current level
+
+2007-03-24
+ * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
+
+2007-03-23
+ * added new player option "no centering when relocating" for "invisible"
+ teleportations to level areas that look exactly the same, giving the
+ illusion that the player did not relocate at all (this was the default
+ since 3.2.3, but caused visual problems with room creation in "Zelda")
+ * added new menu fading effect "melt", shamelessly stolen from "DOOM"
+
+2007-03-21
+ * improved menu fading, adding separate fading definitions for entering
+ and leaving a menu and for fading between menu and "content" screens
+ * fixed small bug with recognizing also ".font_xyz" style definitions
+
+2007-03-20
+ * improved menu fading, adding separate fading definitions for fading
+ between menu screens and fading between menu and "destination" screens
+
+2007-03-19
+ * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
+ configuration (set from "[titlemessage_initial]" and "[titlemessage]")
+ * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
+ to "[DEFAULT]" in static configuration (set from "[title_initial]" and
+ "[title]")
+ * improved title fading, allowing fading animation types "none", "fade"
+ and "crossfade" (including cross-fading of last title to main menu)
+
+2007-03-18
+ * added configurability of graphics, sounds and music for title screens,
+ which are separated into initial title screens (only shown once at
+ program startup) and title screens shown for a given level set; these
+ title screens can be composed of up to five title images and up to
+ five title text messages (each drawn using an optional background
+ image), also using background music and/or sounds; aspects like
+ background images, sounds and music of title screens can either be
+ defined generally (valid for all title screens) or specifically (and
+ therefore differently for each title screen) using these directives:
+
+ to define a background image, sound or music file for all screens:
+ - background.TITLE_INITIAL (for all title screens for game startup)
+ - background.TITLE (for all title screens for level sets)
+
+ to define a background image, sound or music file for a single screen:
+ - background.titlescreen_initial_x (with x in 1,2,3,4,5)
+ - background.titlescreen_x (with x in 1,2,3,4,5)
+ - background.titlemessage_initial_x (with x in 1,2,3,4,5)
+ - background.titlemessage_x (with x in 1,2,3,4,5)
+
+ to define the title screen images:
+ - titlescreen_initial_x (with x in 1,2,3,4,5)
+ - titlescreen_x (with x in 1,2,3,4,5)
+
+ to define the title text messages, place text files into the level set
+ directory that have the following file names:
+ - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
+ - titlemessage_x.txt (with x in 1,2,3,4,5)
+
+ to define the properties of the text messages, either use directives
+ that affect all text messages:
+ - [titlemessage_initial].<suffix>
+ - [titlemessage].<suffix>
+ or use directives that affect single text messages:
+ - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
+ - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
+
+ valid values for <suffix> are the same as for readme.<suffix> below;
+ use ".sort_priority" (default: 0) to define an arbitrary order for
+ title images and title messages (which can therefore be mixed)
+
+2007-03-14
+ * added full configurability of "readme.txt" screen appearance:
+ - readme.x: <left position used with alignment>
+ - readme.y: <top position>
+ - readme.width: <maximim text width in pixels>
+ - readme.height: <maximum text height in pixels>
+ - readme.chars: <maximum number of chars per line>
+ - readme.lines: <maximum number of lines displayed>
+ - readme.align: left,center,right (default: center)
+ - readme.top: top,middle,bottom (default: top)
+ - readme.font: font name
+ - readme.autowrap: true,false (default: true)
+ - readme.centered: true,false (default: false)
+ - readme.parse_comments: true,false (default: true)
+ - readme.sort_priority: (not used here, but only for title screens)
+ when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
+ default), they are automatically determined from "readme.width" and
+ "readme.height" accordingly; when they are not "-1", they have
+ precedence over "readme.width" and "readme.height"
+ * added internal ad-hoc config settings for displaying text files like
+ title messages or "readme.txt" style level set info files:
+ - .font: font name (default: readme.font)
+ - .autowrap: true,false (default: readme.autowrap)
+ - .centered: true,false (default: readme.centered)
+ - .parse_comments: true,false (default: readme.parse_comments)
+ (the leading '.' and the separating ':' are mandatory here); to use
+ these ad-hoc settings, they have to be written inside a comment, like
+ "# .autowrap: false" or "# .centered: true"; these settings then
+ override the above global settings (they can even be used more than
+ once, like "# .centered: true", then some text that should be drawn
+ centered, then "# .centered: false" to go back to non-centered text;
+ important note: after using "# .parse_comments: false", or when using
+ "readme.parse_comments: false", detecting and parsing comments inside
+ the file is disabled and comments are just printed like normal text;
+ also be aware that all automatic text size calculations are done with
+ the font defined in "readme.font", while using different fonts using
+ "# .font: <font>" inside the text file may cause unexpected results
+
+2007-03-08
+ * changed some numerical limits in the level editor from 255 to 999
+
+2007-03-07
+ * added option "system.sdl_videodriver" to select SDL video driver
+ * added output of SDL video and audio driver to "version info" page
+
+2007-03-06
+ * added group element drawing to IntelliDraw drawing functions
+ * fixed animation resetting problem again (last try broke Snake Bite)
+ * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
+
+2007-03-01
+ * added new (special) "include: <filename>" directive that works in all
+ configuration files (like "graphicsinfo.conf") and that has the same
+ effect as if that directive would be replaced with the content of the
+ specified file (this can be useful to split large configuration files
+ into several smaller ones and include them from one main file, or to
+ store configuration settings that always stay the same into a separate
+ file, while including it and only add those parts that really change)
+
+2007-02-24
+ * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
+
+2007-02-23
+ * fixed bug in "InitMovingField()" where treating an integer array as
+ boolean caused wrong resetting of animations while elements are moving
+ * fixed problem with resetting animations when starting element change
+
+2007-02-08
+ * added sort priority for order of title screens and title messages
+
+2007-02-07
+ * changed end of game again: do not wait for the user to press a key
+ anymore, but directly ask/confirm tape saving and go to hall of fame
+ * re-enabled quitting of lost game by pressing space or return again
+ * added blanking of mouse pointer when displaying title screens
+ * added remaining menu draw offset definitions for info sub-screens
+
+2007-02-05
+ * added setup option to select game speed (from very slow to very fast)
+ * improved handling of title text messages (initial and for level set)
+
+2007-02-03
+ * added new options "auto-wrap" and "centered" for DC2 style envelopes
+
+2007-01-31
+ * fixed displaying and typing of player name when it is centered
+ * added special characters to be allowed for player name (not only A-Z)
+
+2007-01-25
+ * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
+ (newer versions of the SDL library seem to not like this anymore)
+
+2007-01-23
+ * added code for configuration directives for control of game panel
+
+2007-01-21
+ * fixed small cosmetical bug with underlining property tabs in editor
+
+2007-01-20
+ * fixed small drawing bug in X11FadeRectangle
+ * added new elements for newly supported Diamond Caves II levels:
+ - EM/DC style exits that disappear after passing
+ - white key and gate (one white key needed for each white gate)
+ - fake gate (there is no key to open/pass this kind of gate!)
+ - extended magic wall which also handles pearls and crystals
+ - fast quicksand
+
+2007-01-14
+ * changed maximum value for endless loop detection to a higher value
+ (some levels really used very deep recursion without being endless)
+
+2007-01-13
+ * added new elements for newly supported Diamond Caves II levels:
+ - growing steel walls
+ - snappable land mine
+