1__     __           ___   ____   __
2\ \   / /__ _ __   / _ \ | ___| / /_
3 \ \ / / _ \ '__| | | | ||___ \| '_ \
4  \ V /  __/ |    | |_| | ___) | (_) |
5   \_/ \___|_|     \___(_)____(_)___/   Polishing the bubble
6
7
8There is no revolution in it, but a bunch of small polishing:
9
10Usability improvement
11---------------------
12
13 - finer tuning of default settings (scale and fps).
14   Users should now be able to play without first having to RTFM.
15
16 - cleanup the path cache stuff, and generate it at compile time.
17   The startup is 1/3 faster for me, and code is cleaner.
18
19Small bugs fixed
20----------------
21
22 - Cure the computer parkinson syndrom.
23   do not oscillate around the aimed trajectory, and stop the canon.
24
25 - Animate balls which are not launched yet.
26
27 - Do not exchange balls when someone is dead,
28   to avoid cell overflow leading to balls not marked as dead.
29
30Useless changes
31---------------
32
33 - Some cosmetics changes to the source code.
34   function and file renaming madness. Hopefully Ivan will forgive me...
35
36__     __           ___   ____   ____
37\ \   / /__ _ __   / _ \ | ___| | ___|
38 \ \ / / _ \ '__| | | | ||___ \ |___ \
39  \ V /  __/ |    | |_| | ___) | ___) |
40   \_/ \___|_|     \___(_)____(_)____/  No excuse to aim so bad now
41
42Major bug fixed : trajectory discrepency
43---------------
44
45At least, I found the cause of the trajectory errors. One variable was not
46reset to the right value between the loops precomputing the trajectories at
47game startup.
48
49__     __           ___   ____  _  _
50\ \   / /__ _ __   / _ \ | ___|| || |
51 \ \ / / _ \ '__| | | | ||___ \| || |_
52  \ V /  __/ |    | |_| | ___) |__   _|
53   \_/ \___|_|     \___(_)____(_) |_|
54
55GFX : Better looking dead balls for the fancy theme by Jeremie.
56---
57
58Bug fix : FPE at startup experienced by Andrey Semenov.
59-------
60
61Occuring when scale was small enough to result in zero-sized images.
62
63__     __           ___   ____   _____
64\ \   / /__ _ __   / _ \ | ___| |___ /
65 \ \ / / _ \ '__| | | | ||___ \   |_ \
66  \ V /  __/ |    | |_| | ___) | ___) |
67   \_/ \___|_|     \___(_)____(_)____/
68
69Usability : Variating canon speed
70---------
71
72At the begining, it moves very slow for fine tuning. Keep it pressed and it
73moves faster for quick and gross settings.
74
75__     __           ___   ____   ____
76\ \   / /__ _ __   / _ \ | ___| |___ \
77 \ \ / / _ \ '__| | | | ||___ \   __) |
78  \ V /  __/ |    | |_| | ___) | / __/
79   \_/ \___|_|     \___(_)____(_)_____|
80
81Small bug : hunt trajectories discrepency
82---------
83The same formulae when bumping on walls is used in the computation of the
84target_cell and in the displaying mecanism. It gets rid of some placement
85discrepencies when the display computed a trajectory different from the one
86of the core game (which is used at the end).
87
88__     __           ___   ____   _
89\ \   / /__ _ __   / _ \ | ___| / |
90 \ \ / / _ \ '__| | | | ||___ \ | |
91  \ V /  __/ |    | |_| | ___) || |
92   \_/ \___|_|     \___(_)____(_)_| Can you play that fast?
93
94Performance : cache the trajectories to speed things up
95-----------
96
97Instead of redoing the maths to see where the ball just launched will stick,
98we do a lot of math at the begining of the game, to compute all possible
99trajectories, and then, we get the sticking position by looking into the
100cache. Thanks to the epita dream team to help me fixing the bugs in this.
101
102Game-play
103---------
104 - Place malus balls 5 by 5
105   and keep the others for the next time.
106
107Plus some cosmetics changes, and minor performance improvements.
108
109__     __           ___   ____
110\ \   / /__ _ __   / _ \ |___ \
111 \ \ / / _ \ '__| | | | |  __) |
112  \ V /  __/ |    | |_| | / __/
113   \_/ \___|_|     \___(_)_____| New graphics
114
115
116__     __           ___   _
117\ \   / /__ _ __   / _ \ / |
118 \ \ / / _ \ '__| | | | || |
119  \ V /  __/ |    | |_| || |
120   \_/ \___|_|     \___(_)_|  Initial release
121
122