2 - Fixed #13163 in which the process never terminates if it exits
3 unexpectedly. Need to add fix to the glade file, move fix from gui_main
4 to interface implicitly.
5 - Updated to work with freeglut 2.4.0. We now call glutInit().
6 - Uses ENet for networking backend. This should get considerable speedups
8 - Better Windows install script. (Thanks Till Schuberth)
9 - Added --enable-more-warnings for those that want to test things out.
10 Code borrowed from Nautilus, suggested by davyd.
11 - Fixed #16736 (configure fails to detect missing -lXmu)
12 - Fixed #15821 (freeglut ERROR: Function <glutDestroyWindow> called without
13 first calling 'glutInit')
16 - Some fixes to the build system. (Thanks Mike Frysinger)
17 - Sound and music patches. (Thanks Mike Frysinger and Miguel Ángel Vilela
18 García). These are currently unsupported, so good luck figuring out how to
20 - Totally redesigned GUI.
21 - Fixes Savannah bugs #12832, #12915
22 - Fixes the level lights when playing against the AI on Windows
23 - Bumped the networking version to 1.1.14. Essentially, we messed up
24 compatibility somewhere. Considering that we're planning on redoing
25 networking in the next release, a bumb seemed the most appropriate. Please
26 update to the latest version.
29 - Implemented binary relocatability
30 - Many changes to the source code to make it compatible with Windows using
32 - Many code cleanups to take care of warnings.
33 - Fixed stones hanging in mid-air (Thanks Wolfgang Klier <stubai>)
34 - Fixes Savannah bug #10988
35 - Added a command-line switch to change the resolution --res.
38 - idlePlay now sleeps to prevent 100% CPU usage. (Thanks Dennis Lubert)
39 - Something about the way this works irks me. I'd like to see a way for
40 this to work by using glut calls to get the elapsed time. My attempts at
41 this were incorrect, so I'll stick with what Dennis wrote.
42 - Fixes Debian bug #159241
43 - Really Low Graphics (Thanks Stephan Beyer)
44 - FIXME: Displayer.cxx needs to unmask drawWinRecord and just make the win
45 record less graphics intensive.
46 - Fix for a crasher when using high quality graphics on certain boards. This
47 fix has been in some distros for a while, but is new to this patchset.
48 - Fixes Gentoo bug #53320
49 - Fixes Debian bug #245157
50 - Change protocol numbering to make this release compatible with Windows
51 version which is still 1.1.8.
52 - Name, resolution, and graphics settings are now remembered by the GUI.
55 - Networking component sends a different version number now. This version
56 number will only increase when we change the networking code.
59 - NVidia OpenGL build fixes. The error was in how we used deprecated
60 extensions. I'm sure this bug would come up other places, but NVidia seemed
61 to be the driver that was causing the most problems
64 - Patch to prevent crash on Voodoo3 cards (thanks to Olivier Blin).
65 - Fix of busy-port bug after net games (thanks to Guillaume Cottenceau).
68 - Removed uses of deprecated ostrstream.
69 - Updated old C-style header file names.
70 - Defined GL_GLEXT_LEGACY to make multitexturing code compatable with modern
71 OpenGL (thanks to Mark Wilde).
74 - Reduced network load by reducing garbage queue length and communication
76 - Added workaround to GLUT bug which caused a crash when the Del-key was
77 pressed after the game in solo play (thanks to Stephen Thorne).
78 - Added a low resolution graphics mode (thanks to Stephen Thorne).
79 - Improved the window size algorithm.
80 - Improved the socket closing procedures.
81 - Modified the idle callback's behavior when behind in time steps.
84 - Some debug switches left on in 1.1.6. Poor quality control!
85 - Added check for version compatibility in communication code.
88 - Fixed a bug which caused the tens and higher score digits to fade
90 - Fixed a variable type problem which caused a compilation error with some
92 - Modified the distribution of special blocks in X-treme mode.
93 - Improved communication and game code so that players know as soon as
94 possible that they have lost.
95 - Improved communication code, halving turn around time on state messages.
96 - Added a status bar which displays how close the player is to losing.
99 - Fixed a small combo management bug.
100 - Changed the point system of solo play to a more fun and intuitive algorithm.
101 - Changed the way arrays were being deleted, which was causing crashes under
105 - Compiles under Visual C++ 6.0 and runs under Windows.
106 - Created a Visual Basic front end for Windows.
107 - Created a Windows installation script using NSIS.
108 - Fixed several misuses of GL_BLEND texture blend mode, which caused wrongly
109 colored signs under certain drivers.
110 - Turned off lightmap texturing when rendering waking garbage, which caused
111 waking garbage to be dark under certain drivers.
114 - Removed use of deprecated members of strstream. Now compiles under
118 - Restructured and started using automake/autoconf.
121 - Added point system to solo play.
122 - Switched solo play to single game.
123 - Added score record storage and display.
124 - Improved creep speed algorithm.
127 - Fixed a bug which caused the loading of the logo as a garbage texture to
129 - Player name now defaults to username (thanks to Colin Walters).
130 - Fixed big/little-endian bug in communication code (thanks to Colin Walters).
131 - Moved dynamic data files to .crack-attack directory.