+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 vom PCX to PNG (needed for Android version to
+ prevent painfully slow loading of images, 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"