X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=ChangeLog;h=be93c6b114ff4662e57b2ffb911bc5c8e1349df4;hb=013255ff68bf77db29470e26ac4cd7777836c8b0;hp=cc9c815a974270babd05f5da2492cb655c87d3d7;hpb=83542c237bd00dad76dcd103e0343d648418e765;p=rocksndiamonds.git diff --git a/ChangeLog b/ChangeLog index cc9c815a..be93c6b1 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,3 +1,96 @@ +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 + +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) + +2007-03-26 + * added new configuration directives to display additional game engine + values on the game control panel, like the following examples: + - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format + - game.panel.penguins - number of penguins to rescue + - game.panel.level_name - level name of current level + +2007-03-24 + * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels) + +2007-03-23 + * added new player option "no centering when relocating" for "invisible" + teleportations to level areas that look exactly the same, giving the + illusion that the player did not relocate at all (this was the default + since 3.2.3, but caused visual problems with room creation in "Zelda") + * added new menu fading effect "melt", shamelessly stolen from "DOOM" + +2007-03-21 + * improved menu fading, adding separate fading definitions for entering + and leaving a menu and for fading between menu and "content" screens + * fixed small bug with recognizing also ".font_xyz" style definitions + +2007-03-20 + * improved menu fading, adding separate fading definitions for fading + between menu screens and fading between menu and "destination" screens + 2007-03-19 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static configuration (set from "[titlemessage_initial]" and "[titlemessage]")