+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