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diff --git a/ChangeLog b/ChangeLog index cbd158e..22d8342 100755..100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,728 +1,62 @@ -=================================================================== -Next version: -The final release is just there!! -Todo's: -Bug fixes. -Tests. -Known bugs: -Blue bullets appearing in Vortex of leaves.//don't know why... - -Wishlist: <-strikethrough -~~Now Playing(Music Room)~~ -~~BLR script virtual machine~~(Now working for BLR3) - -Releases: - -1.0.0-0 (r101) -Fix a bug in the hgeft library, and try git... - -1.0.0-0 (r100) -Rev. 100!!! -This is the final release. -No more major changes will be made. -Further changes of BLR2 will only be bug fixes (BGM addition -excluded). - -Changes: -Fix screenshot excluding the info panel. -Make Lv-2P4 harder (reporter: BLumia). -If it is the first time you start BLR in Windows, resolution in -the options menu will be "?". Fixed now. -Fixed a critical bug in scorec.h. - -Pre-Released versions: - -0.9.9-0 (r99) -Rev. 99! WTF? -THIS IS THE FINAL RELEASE CANDIDATE!!! -Everything is frozen, that means no more new features will be -added and no big changes will be made after this revision. Only -bug fixes will be provided. -//Again, "frozen" is a term borrowed from the Debian project and -//is completely unrelated to Cirno! - -Tweak bullet9, shrink its removal border. -Change Multpo texture, add spawning effect. -Fix stubbed rankings. -Update sprite sheet. -Store assessment total elapsed time in the score file. Score -files from older revisions shouldn't cause any errors but you may -get "Time elapsed 0.00" in highscore details. If you've got any -sort of OCD (Obsessive-compulsive disorder), just remove it. -Document!!! - -0.9.8-0 (r98) -Dear Pre-Release Candidate version(RC-0). - -CLR will collect multiplier +1's in range now. -Multiplier +1's caught by player won't disappear now. -Add/Move background transitions. -Add volume control to options. This make the configuration file -not compatible with older versions. Just delete it! -Modify hge's API so that it can handle real volume and pan values. -Volume value varys from 0 to 1, pan value varys from -1 to 1. -Document... - -0.9.7-0 (r97) -Fix: small semi-coll bullets are collected by clr... -Add Multpo's for Level 7/-1. -Do slight changes to level -1... -Distribute CLRs for level 1~-1. - -0.9.6-0 (r96) -Fix bug that cause you unable to charge if you try to use clr directly -after your clr's used up. -Add Multpo's for Level 3/4/5/6, and level 7 partically. -Fix stupid bug in Level4Part2 and other similiar parts. -Fix several bugs in level 5/6. -Reduce given-away score in level "Sine Wave". It wassssSssss too long! -Fix typo... -Blinking HangUpText *should* be fixed now... - -0.9.5-0 (r95) -Change configuration and score file names. Files with their names -begin with "." may be annoying in Windows though... -If we find a score file during first start up, assume it's valid and -don't overwrite it. -Fix the problem that in-game music won't be resumed when back from pause. -Fix the problem that Multpo's won't be removed if a new game is created. -Fix the problem that the first tip is not shown correctly if the game -is restarted. -(Probably) fixed the problem that the sound is played out of game. -Prevent Multpo's from "escaping". This happens when fps is extremely low... -Adding Multpo for Level2. -Update CanonTechno. - -0.9.2-0 (r94) -Mod, mod, mod...! -Assessment mode is mostly frozen now. -I'll make a pre-release at r99 and that revision will be set to -0.9.9-0. -Write the document... That's really tiring. - -~~0.9.1-4 (r94)~~ -Ooooooooops... I've forgotten to commit this one! -So this is merged to the revision above, actually. -================================================================================= -Modify a couple of levels. (Making them easier...) -Fix about scene text rendering out of the window. -(Probably) fixed Level3Part3 by making them temporarily invulnerable... -Are we bug-free now? - -0.9.1-4 (r93) -Picking it up after almost one month... I'm now lost in my code... ---------------------------------------------------------------------------------- -Add player position display into debug display. -Rewrite pinball, adding collision between the balls... -The collision code is based on Kollision (a game included in KDE SC). - -0.9.1-3 (r92) -I installed Archlinux alongside Debian recently. Now we officially support -Archlinux and Debian. -Archlinux doesn't eat my CPU or try to destroy it... So further development will -be made mainly under archlinux... ---------------------------------------------------------------------------------- -Content freeze -- nothing will be added or removed any more (music etc excluded). -Fix build failure in Archlinux. -Fix font issue in Archlinux. -realloc may change the base address... That's the cause of the crashes... ---now removing all Bullet* based implementations. -Affected parts: -Assessment: Constant patterns, pinball -All parts in level 2. -L4P2, and more -L5P5~6 -L-1P17 -L-1P19 -L3P3 -L7P12 -L7P14 -L7P25 -Avoid memory leaks... I don't know if they have been really fixed... - -0.9.1-2 (r91) -Add built-in help. -Now the pause menu should be fixed... -Compress resources again. - -0.9.1-1 (r90) -Fix a bug in the credit scene. -Now the pause menu shouldn't be broken now...(It's so hard to reproduce -that I have to assume it *has* been fixed.(IT STILL HAPPENS!!!) -Close the "infinity CLR" "bug". -(Huge) Code cleanup, mainly removing duplicate code. -Allocate bullets dynamically. The array is freed every time a new game -is started. -Add a signal handler, print back trace on error(currently only available -for linux...). - -0.9.1-1 (r89) -Fix a critical bug in Score_Initailize. -Modify level pinball. -Drop "_PR" in version string. -Partly rewrite the credit scene, displaying accurate version -details. -Remove some warnings from hgewin. -A set of basic tests are done on a Intel+Nvidia desktop computer. -Add a simple build script(instead of makefile). -Reduce the Windows version executable size...(local work, recompile -freetype using reduced features enabled.) -Current tested (by me) and worked plantforms: -Debian sid x86_64/Windows 8.1 @Intel core i7-2670QM, 8GiB RAM, -Intel HD3000. -Debian sid x86_64 @Intel Core2 Quad Q8300, 8GiB RAM, nvidia GT320. -Windows XP x64 @VirutalBox, Dualcore Virtual CPU, 1.5GiB RAM, VBox -Addons installed. -Windows XP @Intel core i3-3240, 4GiB RAM, Intel HD3000. - -0.9.1-1_PR (r88) -%lld seems to work with mingw-w64(also VS2005+)... -So let's remove all %I64d. -Change point bullet behaviour. -Fix a minor multiplier problem. -Mark the source code as C++. -Re-document levels(not done). -Update wiki. - -0.9.1-1_PR (r87) -Disable screenshot when you're entering your honourable name. It's -not tested so we could only hope that will work... -Add crappy sounds to (part of) the menus. - -Replace a level in assessment mode. The original one was meanless.. -The menu sounds are too crappy... remove them temporarily. However, -let's complete the code base so that we won't waste time writing -it... - -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. +2015-10-26 0.0.1(r11) +I suddenly feel it necessary to start a changelog today... +So the content before today is written according to the git log. + +Added support for relative line numbers. +Added instructions for, brk and cont. (They are still untested...) +Parser code cleanup. Removed garbage output to stderr. +Reorganize the repository structure. +Updated BLR2 code move it into archive. +Added BLR1 files. + +2015-10-13 0.0.1(r10) +Make BLR 16:9. +Port Junko's final spell card to BLR... make it the default testing level. + +2015-10-12 0.0.1(r9) +Initial implementation of smPath. +Minor changes on the (s)coll effect. + +2015-10-11 0.0.1(r9) +Implementation of the collision system and collision effects. +Fixed a problem that keeps the screen black on start up. +Replace the build script in dtputil with makefile. + +2015-10-10 0.0.0(r8) +Fixed the stupid bug. +Initial implementation of the plugin system. + +2015-10-09 0.0.0(r7) +Initial implementation of bonus bullet. +A stupid bug existed in this revision. + +2015-10-08 0.0.0(r6) +Added more VM functions. + +2015-10-07 0.0.0(r5) +Eliminate compile warnings. +Add makefiles. + +2015-10-06 0.0.0(r4) +Tools were added. +Added licensing information. + +2015-10-05 0.0.0(r3) +The script VM is finally enabled. +Call stack was reimplemented, so the function calling method +changed again. +Unified Float data types. + +2015-10-04 0.0.0(r2) +Function calling method was changed. + +2015-10-03 0.0.0 (r1) +VM functions are ported to the new code base. +But the script VM is still not enabled. + +2015-10-02 0.0.0 (r0) +The sources are uploaded to github... +Changes before this revision is just building the backbone. +Basic scene managing, bullet managing were done. +The script VM existed but was incomplete.
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