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-===================================================================
-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. \ No newline at end of file