diff options
Diffstat (limited to 'ChangeLog')
-rwxr-xr-x | ChangeLog | 541 |
1 files changed, 541 insertions, 0 deletions
diff --git a/ChangeLog b/ChangeLog new file mode 100755 index 0000000..4610dd4 --- /dev/null +++ b/ChangeLog @@ -0,0 +1,541 @@ +=================================================================== +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: +0.9.1-1_PR (r86) +Port highscore view and details menu. Menu rewrite is almost done! +Disable select key while transferring. +Fix "typo" caused bugs. +Hopefully fix small bugs in the new menu system. +Rename several files. Add some additional files. +Remove legacy menu components. + +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. |