X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=ChangeLog;h=12d0f0f853b0c656e2f2e20d36c7501d32f2a802;hb=5ae3fc5d27076677a95153162abcf527c6dc8e63;hp=bbccc0d339e5009c7fb78f061d8e85142804d66b;hpb=44c787009717e23436775bb7f4e3a5115eaba214;p=rocksndiamonds.git diff --git a/ChangeLog b/ChangeLog index bbccc0d3..12d0f0f8 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,9 +1,141 @@ +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 + +2007-04-14 + * added additional configuration directives for setup screen draw offset + menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX + in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1, + SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is + used to define draw offset on custom artwork selection screens and + "CHOOSE_OTHER" is used on all other list style selection screens, like + choosing game speed or screen mode for fullscreen mode) + * added additional configuration directives to define main menu buttons: + - menu.button_name and menu.button_name.active + - menu.button_levels and menu.button_levels.active + - menu.button_scores and menu.button_scores.active + - menu.button_editor and menu.button_editor.active + - menu.button_info and menu.button_info.active + - menu.button_game and menu.button_game.active + - menu.button_setup and menu.button_setup.active + - menu.button_quit and menu.button_quit.active + * added eight pure decoration graphic definitions for the game panel + +2007-04-08 + * added support for accessing native Diamond Caves II level packages + * fixed displaying of game panel values for Emerald Mine game engine + * fixed displaying end-of-level time and score values on new game panel + +2007-04-07 + * added game panel control to display arbitrary elements on game panel + * added game panel control to display custom element score (globally + unique for identical custom elements) either as value or as element + * added ".draw_masked" and ".draw_order" to game panel control drawing + +2007-04-05 + * fixed some general bugs with handling of ".active" elements and fonts + +2007-04-04 + * cleanup of game panel elements (some elements were not really needed) + * added displaying of gravity state (on/off) as new game panel control + * added animation for game panel elements (similar to game elements) + +2007-04-03 + * added new pseudo game mode "PANEL" to define panel fonts and graphics + - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix + - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix + (else graphics would have to use ".PLAYING", which would be confusing) + * fixed bug when fading out to game screen with border mask defined + +2007-04-02 + * added attribute ".tile_size" for element style game panel controls + +2007-04-01 + * added key as additional valid key to use for confirm requester + +2007-03-31 + * improved menu fading, adding separate fading definitions for entering + and leaving a "content" screen (in general), and optional definitions + for the special "content" screens SCORES, EDITOR, INFO and PLAYING + 2007-03-30 * added (currently invisible) setup option to define scroll delay value * fixed small bug in priority handling when auto-detecting level start position in levels without player element (but player from CE etc.) * added option "game.forced_scroll_delay_value" to override user choice of scroll delay value for certain level sets with "graphicsinfo.conf" + * replaced setup option "scroll delay: on/off" by new setup option that + directly allows selecting the desired scroll delay value from 0 to 8 2007-03-28 * added displaying of most game panel control elements (not animated)