+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)
+
+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
+