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===================================================================
Next version:
0.9.x-x_PR (b??)
Todo's:
Complete the game system.
Menu rewrite...
Random segmentation fault in "Hyper-threading".(seen only once,
can not reproduce now...)

Pre-Released versions:
0.9.0-0_PR (b78)
First two assessment levels.
Two more assessment levels...
Tow _more_ assessment levels......
Another assessment level...
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.
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 might 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.