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diff --git a/CHANGELOG.TXT b/CHANGELOG.TXT deleted file mode 100755 index 88ccdda..0000000 --- a/CHANGELOG.TXT +++ /dev/null @@ -1,533 +0,0 @@ -=================================================================== -Next version: -? -Todo's: -Complete the game system. -Menu rewrite... -Random segmentation fault in "Hyper-threading".(seen only once, -can not reproduce now...) - -Pre-Released versions: -0.9.1-0_PR (r85) -Port death menu, complete menu and new highscore menu to the new -menu code base. -Clean up old menu code. -Update wiki. - -0.9.1-0_PR (r84) -Port player preference menu, pause menu and return to title menu -to the new menu code base. -Add shake effect to player preference menu. -Make effects faster... -Press esc in a menu will select back/exit now. -Add several background transfers. -Fix possible memory leaks in HangUpText. -Remove some commented statements. - -0.9.1-0_PR (r83) -Now you can change the game resolution. -Some resources are not re-made so they may look blurred... -Make font bigger for higher resolution. -Add command line option for changing the resolution. -Complete the option menu rewrite. - -0.9.1-0_PR (r82) -Add missing file menus.png... -Finish the start menu rewrite. -Modify "Lunatic Lunar", however it's not done... -Modify resource unpacking of Windows version. - -0.9.1-0_PR (r81) -Start menu rewrite... -Add information about the built time. - -0.9.1-0_PR (r80) -Remove "high FPS mode", it won't reach 500 FPS on my computer any -more. Replace it with Vsync mode. -Add float HGE::Timer_GetFPSf(). The return value will be updated -every 1000ms. - -0.9.0-1_PR (b79/r79) -Bump version! -BLR will use revision number instead of build number one day... -==changelog here== -New assessment level "density test"... -New assessment level "pinball"... -New assessment level "Road blocks"... -New assessment level "Extreme speeds"... -New assessment level "Messed up"... -New assessment level "Bonus - Lunatic Lunar!", finishing assessment -mode! -Laser extentions, add LineLaser for two-point laser inheriting all -Laser interfaces. -Modify laser collision parameters. -Level corrections. -Improve density test. -Add screen shot. Press S for a screen shot. -Fix the upside down screen shot output. -Fix stubbed HGE::System_Launch. - -0.9.0-0_PR (b78) -First two assessment levels. -Two more assessment levels... -Tow _more_ assessment levels...... -Another assessment level... -Yet another level for assessment mode... why don't I bump the -version? -Modify player attribute. -Allow bullet to kill itself at a certain point. -Add extborder attribute. -Finish assessment system framework. -Add circ2pnt. - -0.8.1-1_PR (b77) -All parts from level -1 to 7 are completed! -Fixed the crash in the mingw-w64 build. -Switch to mingw-w64 for building Windows version now. -Complete GUI bring back. -Fix a bug appeared after the cross-plantform port(when forked -from BLRI). -Prepare for assessment mode. - -0.8.1-0_PR (b76) -New level "Sink over the horizon". -New level "Gravity vortex". -New level "Double reflective". -Make point bullet additive blending. -Allow bullets to pause before being accelerated. -Modify "Gravity vortex". -Modify "Achromatopsia". (Thanks to my classmate's advice...) -Report build and version in the log file. -Add command line argument support. Use "--help" for usage. -Add freetype support to hge. It's still pretty buggy. (and make -the executable extremely big!) -Add experimental support for cross compiling with mingw-w64. -(Mingw-w64 build *will* be the official build in the future.) -Fix blinking HangUpText. -Fix crashes in mingw-64 build. -Change numeric characters to monospace. -Modify player speed settings. -Beewx still messes up memory... fixed now. -Exit 1 if not terminated correctly. - -0.8.0-1_PR (b75) -New level Supernova. -New level (still unnamed). -Support additive blending bullets(for Supernova). -Add some additional tips. -Move levels to level -1. -Fix blinking of HGE::Gfx_SetTransform in OpenGL. -Fix includes like " #include "../../include/..." " that would -cause errors. -Extend libcgh again. Adding operator ^ and method l(). -Modify clearrange behaviour in level hyper-threading. -Modify the corresponding score bullet. - -0.8.0-0_PR (b74) -New level Achromatopsia. -New level hyper-threading. -Tower8 partly rewritten, dropping tdir. -Fix a small problem in level 2. -Move levels to level -1. <-typo fixed -Modify the semi-coll threshold of laser. -SCEffect_Attatch now take a optional parameter. -Global varibles cleanup. -Fix a bug in bullet8 caused by RandomEngine port. -Rename "Minesweeper"->"Spiky", add noname2pnt. -Add achroma2pnt. - -0.7.3-0_PR (b73) -This is a pre-release version of 0.7.2-2_PR. -This version is released to public for level previewing. -This release contains level 1~7 (while level -1/-2 are still -"imaginary") -Changes: -Compress several png files. -Merge code for Windows. -Fixed compile problems of Windows version. -Small fixes of level2. -This build will be short-lived. - -0.7.2-2_PR (b72) -New level "return to void". That's a 3 in 1 class. I used -particularly many "return(void)(...);" in this level (which I -always love to use). -This indicates all "normal" levels are completed. -Multiplier system was fully adopted into BLR. -Implement a RandomEngine, replacing all rand(). -Rewrite Leaf_Anim using std::list, won't cause crashes now. -Fixed: Trypophobia stops if too many CLR's are used. -Fixed the problem in All2pnt(). -Fixed blinking target. -Fixed Hexagon loops memory leak (the pointer array is too small...) -Tests under Windows were done, all gameplay features ran perfectly. -Make Laser::GetDist() private to avoid misusage. -Fixed several background problems. -Remove unused statements: -DWORD ColTrans(DWORD,DWORD,DWORD): replaced by -DWORD ColorTransfer(DWORD,DWORD). -void SaySomethingAndBye(char*): useless. -void DirectBullet(Bullet&,double): this has been coexisted with -the same method in the Bullet class for a long time. Now it's -replaced by Bullet::setdir(double). -A Small bug in the Windows build is fixed. -File list in the Windows build is updated. - -0.7.2-1_PR (b71) -(Level7 will be almost twice longer than Level6!) -I'm extremely tired these days, I can't even keep my eyes open -while typing... -Some of my classmates helped testing several levels and found -some bugs, thanks a lot! - -After a short test, I found that the Windows build is almost -broken... Crashes and misbehaves are everywhere! - -Maybe Windows is noble and won't run this garbage:( -===Real changelog starts from here=== -New level "Trypophobia", however it seems that this level won't -cause trypophobia at all! -New level "Photon fusion", using a slightly modified Tower8. -Rewrote laser distance detection using vector2d calculations, -extending libcgh and bump its version at the same time.(*2) -Put the new level to the correct place. -Bring back "Minesweeper" level, adjust it to the new interfaces. -Convert Bullet from struct to class. -Bring back Classic Mode. There are no "easy", "normal" or "hard" -now, there's only "classic"! Fix problems with the classic mode in -the new code base. -Fixed a bug appeared after the levels were put together. -Other minor changes to the level WOP. -Minor cleanups and code style adjustments. Add missing free's and -delete's. -Remake the credits page, it grows from 350KiB to 6MiB. (And so I'll -enable PNG compression later.) - -0.7.2-0_PR (b70) -I wasn't willing to bump the build number because I want the svn -revision to chase the build number. -However it wouldn't be appropriate to put three new levels into one -build... -The real changelog is here: -New level "interference" (it's another small class "SimpleThing"). -New level "diffraction" (yet another dull class), hopefully fixed a -memory leak in this level (by using more memory!) -Rearrange levels to the order they will appear in the final version. -New background interface, use background pictures easily. -Make "Tiled" background mode work. -Add SetScale to background class. Make you dizzy easily... -Fix a small glitch in Level3Part3-4. This level won't run correctly -under Low FPS Mode. -Minor code cleanups. -Removed more useless comments, my code is still hard to comprehend, -though. -Fix the misbehave of modulo with minus numbers... -Small interface and behaviour changes: --If a bullet is effect-attatched and the effect is running, it won't -die. --Bullet::redir now always make dist=1, for some bullet processing -doesn't use dist now. -Don't copyleft, it's radical. - -0.7.1-6_PR (b69) -Finish some new levels ("Great Circle" bring back & "rainbow -appearance"). -Fusion bullet first work draft. -Fix some of the warnings from the compiler. -Adjust level difficulty. It was indeed too easy... -Remake some resources with GIMP. -Merge great circles and finish it. -Small code cleanups. - -0.7.1-5_PR (b68) -Draft new level. (Another level threatening you using circles!) -Update some old interfaces from BLR1. - -0.7.1-4_PR (b67) -New level (name and placement undetermined). -Fix level transition mismatches. -Improved accelerated bullets. - -0.7.1-3_PR (b66) -Fix a few glitches. Removing some useless interfaces for BLR I. -Change "Dangerous Target" for proper difficulty. - -0.7.1-2_PR (b65) -Bullet death effect, applied to Wave of Photon. It seems buggy. -Fixed something left for debuging in the last commit. - -0.7.1-1_PR (b64) -New level: Wave of Photon. A lazy level again. Despite of a new -class, it's a copy of "photon school". -Level improved: Cross threaten. Make it impossible to pass this -part without crossing those blue bullets. -libcgh improvement. Added new interfaces to vector2d struct. So the -libcgh version was bumped. Was it worth doing that? - -0.7.1-0_PR (b63) -New level: Rainbow bullets - nauty photon (in fact it's a lazy -level! I must have seen the same thing some where else...) -The last "photon school" level was put to where it should be. -Rewrite some silly parts of the Changelog. -I ran out of my AppEngine quota today... So I can't commit that to -svn as planned... - -0.7.0-9_PR (b62) -Performed a couple of tests, under both full FPS mode and low FPS -mode. -New background is used by now. - -0.7.0-8_PR (b61) -Improved the rendering code. More tests are required... -That made the rendering more efficient. It also eats less RAM then. ---Okay it's now tested. Another bug in FPS independent bullets -fixed. No (big) bugs were found in the new rendering code. - -0.7.0-7_PR (b60) -Spring Festival commit... -One level is rewritten. -Ready to sync this to svn... - -0.7.0-6_PR (b59) -Fixed 3D clouds background. New background components added. -Experimental FPS independent bullets. - -0.7.0-5_PR (b58) -Fixed another critical bug in laser collision detection -implementation... Laser is almost perfect now...//Still, it's -inefficient. - -0.7.0-4_PR (b57) -Fixed a critical bug in laser implementation and another awful -memory leak bug... - -0.7.0-3_PR (b56) -A new level is going to be complete... - -0.7.0-2_PR (b55) -Auto pause and do not make game suspend if focus is lost. - -0.7.0-1_PR (b54) -First two parts for level7. - -0.7.0-0_PR (b53) -New background for level7. Preparing interfaces for level7. - -0.6.2-2_PR (b52) -Level6 is frozen now. It's the longest level ever... (in blr!) - -0.6.2-1_PR (b51) -Completing level6! -Spring is coming? (Well, not really...) - -0.6.2-0_PR (b50) -Completing && improving hexagon. -Bumped the minor version for the sixth level is almost complete. - -0.6.1-4_PR (b49) -New level hexagon. - -0.6.1-3_PR (b48) -New level...(Avalanche) -Spotlight: Supporting BGM loop points(using my new hge -interfaces...)! -I have no idea on new levels (except "hyper fluid", that's a well- -planned part...). Maybe I've spent too much time staring at the -desktop? I feel like void these days. -The build count is bumped four times a day, you enough! - -0.6.1-2_PR (b47) -New level "Wriggle Nightbug-like"?... - -0.6.1-1_PR (b46) -Implemented several unimplemented audio interfaces of hge (OpenAL). -A Windows build to check compatibility is planned. - -0.6.1-0_PR (b45) -Now we have 11 parts in level6... -A BGM called Canon Techno is completed around here... - -0.6.0-0_PR (b44) -Starting level 6! -//We are in 2014 now. I'm regretful for I didn't have the dates -recorded. - -0.5.3-2_PR (b43) -Optimizing memory usage... (first step...)[*] -Borrowed "the unbreakable jail" from old code... -//[*]Note @ 0.6.1-3 && @ 0.7.0-9: -//1. I found this useless. -//2. This may cause SIGSEGV! -//3. It's completely removed after b61. Because they are not used -// any longer - -0.5.3-1_PR (b42) -Final(the second last..) level for level 5, fish in a barrel? - -0.5.3-0_PR (b41) -Small fixes and levels as usual... - -0.5.2-3_PR (b40) -New minor parts for level5, fixed a bug in Player_Clear_Rotate. - -0.5.2-2_PR (b39) -Several patches on new clear range. -Changing interfaces for new levels. - -0.5.2-1_PR (b38) -New trigger method for clear range... - -0.4.4-0_PRG (b37a) -Regression version for releasing... -------------------------------------------------------------- -This will be released as a official Preview Release version.<-obsolete -------------------------------------------------------------- - -0.5.2-0_PR (b37) -New part for level5. Now I'm working on the regression 0.4.x. - -0.5.1-1_PR (b36) -Several fixes including: --Fading info panel when approaching. --Sending mult. inc. indicator layer up. - -0.5.1-0_PR (b35) -First two levels of level5. - -0.5.0-0_PR (b34) -Starting level5... Crazy Autumn... - -A regression is planned to release a 0.4.x-x_PR version as -official pre-released version. However it's still nowhere in sight -that if I could use Windows these days. - -0.4.3-0_PR (b33) -Level4 is almost complete. Now I'm using LOW FPS Mode for -development because I just want to cool my laptop down without -using my own power. //However I stopped that at the next version... - -0.4.2-0_PR (b32) -A new level... without using *ANY* old code (from level.h). - -0.4.1-2_PR (b31) -Level4 is now 18 parts... - -0.4.1-1_PR (b30) -Transfered sevel old levels here. - -0.4.1-0_PR (b29) -Optimizing old code for level4. - -0.4.0-0_PR (b28) -Now let's move to level4... - -0.3.2-0_PR (b27) -New levels for level3. In fact, it's almost completed now... - -0.3.1-2_PR (b26) -Improved bullet clearing method, avoiding hidden bullets -completely!(Just by converting them all to score points...) - -0.3.1-1_PR (b25) -A new "big" level for level3. -Added several new interfaces to tower&bullet section. - -0.3.1-0_PR (b24) -Complete the first two parts of level3. - -0.3.0-0_PR (b23) -Starting the development of level3... - -0.2.9-2_PR (b22) -Completing level2... - -0.2.9-1_PR (b21) -New parts for level2. level2 is almost completed now. -PlayerLockX/Y implemented. -------------------------------------------------------------- -This will be released as a official Preview Release version.<-obsolete -------------------------------------------------------------- -BLR will be licensed under WTFPL from now. -(WTF?) -............................................................. -No it's now licensed under the BSD license... - -0.2.9_PR (b20) -Level 2 is frozen "by heart". (How? By heart?) - -0.2.5_PR (b19) -Optimizing the second level to a "realistic" state... Added two -extra musics(although still remain not used). - -0.2.2_PR (b18) -The main development has been transferred to Linux. Optimizing -code for Linux. -//Revision count is not important. - -0.2.0_PR (b17) -Level 2?... - -0.1.7-2_PR (b16) -The first level is almost completed now... - -0.1.7-1_PR (b15) -Fixed several serious bug in Low FPS Mode. Fixed FPS Level option -code. - -0.1.7_PR (b14) -Updated the only level to synchronize with the In-Game Music. -Added "Multiplier +1" into the game system. Added an unimportant -loading screen.//In fact, it's loading nothing. May be unpacking -resource pack in Windows version... - -0.1.4_PR (b13) -libcghEx has been made independent and can apply to any other -projects. This is also the first BLR version that includes -In-Game Music. libcghEx has been extended with LinearProgresser -and HangUpText. - -0.1.1_PR (b12) -Added auto-multiplier system. libcghEx (Chrisoft Game Helper -Extras Library) is included in this version with CircleIndicator. - -0.1.0_PR (b11) -Creation of the Pre-Released Version. Removed all old level code. -Bourne-again!//Can you imagine what I was thinking when deleting -the result of 3 months' work?... -================================================================= -TestBed versions: - -TB130907 (b10) -A "Noname" level. Laser implementation partly rewritten. - -TB130903 (b9) -Additional backgrounds - -TB130827 (b8) -Laser implementation, Cheers! - -TB130818 (b7) -New Levels such as rainbow towers and squashing levels. - -TB130802 (b6) -Discarding old code, rewrite of part of the code. - -TB130718 (b5) -Bullet creation effects, sync code back to BLR1. - -TB130714 (b4) -Target indicator completed. - -TB130705 (b3) -New level and bullet creation code for orange bullets. - -TB130703 (b2) -Completing Orange Towers. - -TB130620 (b1) -Completing Deep Blue Towers.//Well, "Dark Blue" right? Or more formally, "Navy". -//However, they are all not the real color. I used #0000FF, which is just "Blue", -//it just seems dark. - -TB130610 (b0) -Creation of Testbed version. |