X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=ChangeLog;h=3908154ee47f4ab887f0ea1680b9b7d5efac9fef;hp=42c67769f95a8a63f9f6162a39b038aaa2f0cf8d;hb=ddd58a300bd5996f69a8ec41d1fd140fe7a46f18;hpb=ba702cd338586991ab20176cf5587afbb4d77af7 diff --git a/ChangeLog b/ChangeLog index 42c67769..3908154e 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,3 +1,231 @@ +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) + +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]") + * fading settings of "[titlemessage_initial]" and "[titlemessage]" set + to "[DEFAULT]" in static configuration (set from "[title_initial]" and + "[title]") + * improved title fading, allowing fading animation types "none", "fade" + and "crossfade" (including cross-fading of last title to main menu) + +2007-03-18 + * added configurability of graphics, sounds and music for title screens, + which are separated into initial title screens (only shown once at + program startup) and title screens shown for a given level set; these + title screens can be composed of up to five title images and up to + five title text messages (each drawn using an optional background + image), also using background music and/or sounds; aspects like + background images, sounds and music of title screens can either be + defined generally (valid for all title screens) or specifically (and + therefore differently for each title screen) using these directives: + + to define a background image, sound or music file for all screens: + - background.TITLE_INITIAL (for all title screens for game startup) + - background.TITLE (for all title screens for level sets) + + to define a background image, sound or music file for a single screen: + - background.titlescreen_initial_x (with x in 1,2,3,4,5) + - background.titlescreen_x (with x in 1,2,3,4,5) + - background.titlemessage_initial_x (with x in 1,2,3,4,5) + - background.titlemessage_x (with x in 1,2,3,4,5) + + to define the title screen images: + - titlescreen_initial_x (with x in 1,2,3,4,5) + - titlescreen_x (with x in 1,2,3,4,5) + + to define the title text messages, place text files into the level set + directory that have the following file names: + - titlemessage_initial_x.txt (with x in 1,2,3,4,5) + - titlemessage_x.txt (with x in 1,2,3,4,5) + + to define the properties of the text messages, either use directives + that affect all text messages: + - [titlemessage_initial]. + - [titlemessage]. + or use directives that affect single text messages: + - titlemessage_initial_x. (with x in 1,2,3,4,5) + - titlemessage_x. (with x in 1,2,3,4,5) + + valid values for are the same as for readme. below; + use ".sort_priority" (default: 0) to define an arbitrary order for + title images and title messages (which can therefore be mixed) + +2007-03-14 + * added full configurability of "readme.txt" screen appearance: + - readme.x: + - readme.y: + - readme.width: + - readme.height: + - readme.chars: + - readme.lines: + - readme.align: left,center,right (default: center) + - readme.top: top,middle,bottom (default: top) + - readme.font: font name + - readme.autowrap: true,false (default: true) + - readme.centered: true,false (default: false) + - readme.parse_comments: true,false (default: true) + - readme.sort_priority: (not used here, but only for title screens) + when "readme.chars" and/or "readme.lines" is set to "-1" (this is the + default), they are automatically determined from "readme.width" and + "readme.height" accordingly; when they are not "-1", they have + precedence over "readme.width" and "readme.height" + * added internal ad-hoc config settings for displaying text files like + title messages or "readme.txt" style level set info files: + - .font: font name (default: readme.font) + - .autowrap: true,false (default: readme.autowrap) + - .centered: true,false (default: readme.centered) + - .parse_comments: true,false (default: readme.parse_comments) + (the leading '.' and the separating ':' are mandatory here); to use + these ad-hoc settings, they have to be written inside a comment, like + "# .autowrap: false" or "# .centered: true"; these settings then + override the above global settings (they can even be used more than + once, like "# .centered: true", then some text that should be drawn + centered, then "# .centered: false" to go back to non-centered text; + important note: after using "# .parse_comments: false", or when using + "readme.parse_comments: false", detecting and parsing comments inside + the file is disabled and comments are just printed like normal text; + also be aware that all automatic text size calculations are done with + the font defined in "readme.font", while using different fonts using + "# .font: " inside the text file may cause unexpected results + +2007-03-08 + * changed some numerical limits in the level editor from 255 to 999 + +2007-03-07 + * added option "system.sdl_videodriver" to select SDL video driver + * added output of SDL video and audio driver to "version info" page + +2007-03-06 + * added group element drawing to IntelliDraw drawing functions + * fixed animation resetting problem again (last try broke Snake Bite) + * fixed diagonal scrolling in screen scrolling (last try broke Pac Man) + +2007-03-01 + * added new (special) "include: " directive that works in all + configuration files (like "graphicsinfo.conf") and that has the same + effect as if that directive would be replaced with the content of the + specified file (this can be useful to split large configuration files + into several smaller ones and include them from one main file, or to + store configuration settings that always stay the same into a separate + file, while including it and only add those parts that really change) + +2007-02-24 + * fixed minor bug (screen redraw of player tiles) in EMC graphics engine + +2007-02-23 + * fixed bug in "InitMovingField()" where treating an integer array as + boolean caused wrong resetting of animations while elements are moving + * fixed problem with resetting animations when starting element change + 2007-02-08 * added sort priority for order of title screens and title messages