120000518:
2
3New entities: Baby-tux, RMS, Linus, Redhat Shadowman, Gnome, Suse, Zombie.
4New death animations for most entities.
5Included some perl scripts for making the composite images.
6Bug fixes including incorrect damage handling for projectile weapons and the
7constantly changing direction loop between client & server.
8
920000602:
10
11New BSD entity.
12Screenshots now work in menu, entity type is remembered by menu.
13Makefiles fixed up.
14
1520000617:
16
17Fixed up timing bug which was causing a whole bunch of problems.
18(also known as the can't connect problem)
19Ability to re-enter game from menu and change player setup within game.
20Weapon icons (by Dave the aspiring artist).
21Changed the Bug entity so it's smaller.
22Muzzle-flash effect.
232 new maps (AI Test (by Milo) and GeekUSA)
24New weapon: a Rocket launcher!
25Preliminary Enemy AI, contributed by Milo van Handel.
26Lots of minor things/fixes etc.
27
2820001019: (mailing list only release)
29New map "Skyscraper", an example of a somewhat functional single player map.
30We now have items we can pick up.
31Weapons & Ammo function correctly.
32Misc fixes/changes.
33
3420001029:
35Documentation on map, entity and weapon config file formats.
36Map format now supports game mode specific entities.
37Items respawn, with spawning effect.
38Clients can now send text messages.
39Improved death messages.
40Fixed some buffers (statusbar, map) not being redrawn when needed bug.
41Rabbits behave more normally now.
42
4320001102: (mailing list only)
44>8 directions per entity now works properly.
45Spelling errors fixed up, thanks to Jason Spence
46Added events to the map format.
47Changed common map loading code to make it more robust. TOPLEVEL and EVENT
48layers are now optional, and will default to all empty if they are not present.
49Added events and weapons to some maps.
50Made changing levels work.
51
5220001109:
53The programs do not change directory, but instead use absolute paths.
54Added more options to events (active, repeat, visible).
55Clients entities now retain their weapons between levels.
56Made some levels link up together to form some sort of a plot.
57Game messages appear on client window.
58Adjusted ai_face_target() to face closest target, not first one within range.
59Can't pickup a weapon you already have in deathmatch.
60Removed pickup weapon switch.
61Added 16 direction BSD image.
62
6320001109-2:
64Found the segfaulting bug... I assumed some memory was empty after clearing it
65with the sizeof the pointer rather than the size of memory it pointed to. One
66little bloody asterisk :(
67
6820001114:
69Added powerups (tightarse tuesday, petrified natalie portman, bitrot, smp etc).
70Adding ability for text to be written to the map. You can see this on
71the new improved slashdot map.
72
7320001115:
74Made ai shooting guns work.
75Improved the slashdot map drastically, though it still needs a lot of work.
76
7720001120:
78Added Game Objectives loadable from map.
79Changed flamer and borg weapons, to make them easier.
80Fixed client entities still active before client rejoined bug.
81Map updates/changes.
82
8320001125:
84Fixed entity having a target that has been deleted bug.
85Added 16 dir, biped Gnu.
86Fixed my dodgy auto-fill algorithm.
87
8820001230:
89Added new "E" powerup.
90New map "Street Spirit"
91Added a client "goto" arrow which can be set from a map event. This can be used
92to help the player in the right direction.
93Added ai blockers, which can be used to keep AI in chosen areas.
94
9520010107:
96Improved classic controls (so they're actually usable now)
97Fixed PATH_MAX not defined portability problem.
98
9920010204:
100Fixed unsigned frags value.
101Removed BUNNYBASH mode, the same results can be gotten from setting the game
102objective to ELIMINATE_CLASS and setting class to NEUTRAL.
103Set "now" as global once at start of loop rather than lots of gettime() calls
104in server.
105Entity_type should be pointer in the entity structure rather than func call.
106Preload entities going into the map.
107Added protocol version number so that client and server speak the same language
108
10920010308:
110entity_dist() (by far the most often called function) uses integer operations rather than floating point ops (and is thus much faster)
111Milo's patch:
112	New item, patent powerdown (can't use any weapons).
113	Events that can trigger other events.
114	Improved arctic.map
115Events have become much more powerful. We now have doors, switches and other
116things.
117Made an introduction level, where the player can learn the game in safety. This
118level also serves as an example of some of the things you can do with the new
119event code.
120Fixed bugs that occured when map size < screensize.
121Re-indexed some tiles to decrease their size.
122
12320010324:
124Added a bio for entities that didn't already have one.
125Fixed top level layer bug when map size < screensize.
126Entities are sorted on the client so they are drawn in the correct order (based
127on the y value of their bottoms)
128Optimised: particle_update(), particle_draw(), from/to net.
129Change events around a bit, but they are still a bit limited in what they can
130do.
131Added sewer level between Street and Skyscraper map (where you go down the
132man hole).
133
13420010508:
135Message are properly buffered and printed (in colour) on client. Colors are:
136GREEN, Messages from other clients
137WHITE, Message from the server (client enters/leaves/dies).
138RED, Message from an event.
139New "loseweapons" event (lose all weapons & ammunition).
140Client "Kill me" message, frags and query frags Net Messages added.
141Improved laggy key handling in menu and menu/game ESC toggle.
142Events have 3/4 of a second between triggering now.
143Improved "sewer" map
144Fixed weapon switching annoyances.
145Fixed touchdamage over a second rounding down error (bugs not hurting bug)
146Redid most of the network code, everything is properly buffered now.
147Added weapons, events & spawn points to "Tux 3:16"
148Client can query frags from the server.
149
15020010519:
151Fixed a few things in the "entities" file.
152Demo ability. This is done by faking a network connection but reading from
153a demo file rather than a socket. Check out "xtux -h" for command line switches
154Made some demo's play if the menu is idle.
155LONG_MAX should have been ULONG_MAX in client/particles.c
156
15720010601:
158GGZ support (patch from Ricardo Quesada)
159
16020030207
161Fixed Denial of service attack on server.
162Added mouse control.
163Added Chainsaw weapon.
164No longer requires server to be started as a separate process.
165Added Gates entity.
166Bug fixes, other feature additions & polish.
167
16820030217
169Colormap fixups - thanks Tim Hentenaar
170Misc bug fixups - thanks Sam Hocevar
171Added "follow pointer" mouse mode patch.
172Save mouse buttons to ~/.xtux
173
174TODO:
175
176Fix race conditions when forking a server.
177
178Milo's soul sucker code.
179
180A greeting string for enemies to talk?
181
182A very simple entity that doesn't move (accel
1830) that spawns projectiles could be a turret, or if
184you set it's reload time to very slow, it's projectile entity to a BADDIE
185and vision to quite large, you could have generator like Gauntlet.
186
187Pause at end of level for frag count.
188
189Automake/configure install scripts for portability/ease of install.
190
191Frags displayed nicely.
192
193More documentation / code comments etc
194
195Multilingual support.
196
197Generic (ie not XTux specific) tile map editor (a todo once XTux is done)
198