X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=ChangeLog;h=094e442b25579be9cf22a38f6336fa2e32e0f84f;hb=5ba7f2d9a3f07f342afdf215a3307d5487cb6d43;hp=d7ce74998ce02647b1a35f1013f8f99fb9bc9ef4;hpb=478ead0811dfe963fe610b4fdf2b74a16c7bd12b;p=rocksndiamonds.git diff --git a/ChangeLog b/ChangeLog index d7ce7499..094e442b 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,5 +1,114 @@ +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 when explosion of ") + 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 " for custom elements