From 2748b33cd1330cc3da99ed62cd17859342079773 Mon Sep 17 00:00:00 2001 From: "chirs241097@gmail.com" Date: Mon, 10 Feb 2014 15:08:58 +0000 Subject: M resources/b_inter.png M trunk/CHANGELOG.TXT M trunk/VERSION.TXT M trunk/background.h M trunk/levels.h M trunk/main.cpp M trunk/menus.h --- CHANGELOG.TXT | 43 ++++++++++++++++++++++++++++++++----------- 1 file changed, 32 insertions(+), 11 deletions(-) (limited to 'CHANGELOG.TXT') diff --git a/CHANGELOG.TXT b/CHANGELOG.TXT index ddab0f9..aa76270 100755 --- a/CHANGELOG.TXT +++ b/CHANGELOG.TXT @@ -1,12 +1,26 @@ -================================================================= +=================================================================== Next version: -Maybe 0.7.0-9_PR?.. +0.7.1-1_PR Pre-Released versions: +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 bugs found in the new rendering code. +fixed. No (big) bugs were found in the new rendering code. 0.7.0-7_PR (b60) Spring Festival commit... @@ -19,7 +33,8 @@ Experimental FPS independent bullets. 0.7.0-5_PR (b58) Fixed another critical bug in laser collision detection -implementation... Laser is almost perfect now... +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 @@ -64,12 +79,12 @@ The build count is bumped four times a day, you enough! New level "Wriggle Nightbug-like"?... 0.6.1-1_PR (b46) -Implemented several unimplemented audio interfaces of hge... +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 composed around here... +A BGM called Canon Techno is completed around here... 0.6.0-0_PR (b44) Starting level 6! @@ -79,9 +94,11 @@ recorded. 0.5.3-2_PR (b43) Optimizing memory usage... (first step...)[*] Borrowed "the unbreakable jail" from old code... -//[*]Note @ 0.6.1-3: +//[*]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? @@ -108,7 +125,7 @@ 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 multiplier layer up. +-Sending mult. inc. indicator layer up. 0.5.1-0_PR (b35) First two levels of level5. @@ -145,7 +162,7 @@ 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! +completely!(Just by converting them all to score points...) 0.3.1-1_PR (b25) A new "big" level for level3. @@ -168,6 +185,8 @@ This will be released as a official Preview Release version. ------------------------------------------------------------- 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?) @@ -227,7 +246,7 @@ TB130818 (b7) New Levels such as rainbow towers and squashing levels. TB130802 (b6) -Discarding old code, rewrite of most of the code. +Discarding old code, rewrite of part of the code. TB130718 (b5) Bullet creation effects, sync code back to BLR1. @@ -242,7 +261,9 @@ TB130703 (b2) Completing Orange Towers. TB130620 (b1) -Completing Deep Blue Towers. +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. -- cgit v1.2.3