X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=ChangeLog;h=12d0f0f853b0c656e2f2e20d36c7501d32f2a802;hb=5ae3fc5d27076677a95153162abcf527c6dc8e63;hp=247a18aced63a74877cac8196cb936bb5f47ee4e;hpb=b33f14a8bdad5e3c9547c37b3854025daba761c7;p=rocksndiamonds.git diff --git a/ChangeLog b/ChangeLog index 247a18ac..12d0f0f8 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,3 +1,74 @@ +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