2 - Fixed a bug which caused the loading of the logo as a garbage texture to
4 - Player name now defaults to username (thanks to Colin Walters).
5 - Fixed big/little-endian bug in communication code (thanks to Colin Walters).
6 - Moved dynamic data files to .crack-attack directory.
9 - Added point system to solo play.
10 - Switched solo play to single game.
11 - Added score record storage and display.
12 - Improved creep speed algorithm.
15 - Restructured and started using automake/autoconf.
18 - Removed use of deprecated members of strstream. Now compiles under
22 - Compiles under Visual C++ 6.0 and runs under Windows.
23 - Created a Visual Basic front end for Windows.
24 - Created a Windows installation script using NSIS.
25 - Fixed several misuses of GL_BLEND texture blend mode, which caused wrongly
26 colored signs under certain drivers.
27 - Turned off lightmap texturing when rendering waking garbage, which caused
28 waking garbage to be dark under certain drivers.
31 - Fixed a small combo management bug.
32 - Changed the point system of solo play to a more fun and intuitive algorithm.
33 - Changed the way arrays were being deleted, which was causing crashes under
37 - Fixed a bug which caused the tens and higher score digits to fade
39 - Fixed a variable type problem which caused a compilation error with some
41 - Modified the distribution of special blocks in X-treme mode.
42 - Improved communication and game code so that players know as soon as
43 possible that they have lost.
44 - Improved communication code, halving turn around time on state messages.
45 - Added a status bar which displays how close the player is to losing.
48 - Some debug switches left on in 1.1.6. Poor quality control!
49 - Added check for version compatibility in communication code.
52 - Reduced network load by reducing garbage queue length and communication
54 - Added workaround to GLUT bug which caused a crash when the Del-key was
55 pressed after the game in solo play (thanks to Stephen Thorne).
56 - Added a low resolution graphics mode (thanks to Stephen Thorne).
57 - Improved the window size algorithm.
58 - Improved the socket closing procedures.
59 - Modified the idle callback's behavior when behind in time steps.
62 - Removed uses of deprecated ostrstream.
63 - Updated old C-style header file names.
64 - Defined GL_GLEXT_LEGACY to make multitexturing code compatable with modern
65 OpenGL (thanks to Mark Wilde).
68 - Patch to prevent crash on Voodoo3 cards (thanks to Olivier Blin).
69 - Fix of busy-port bug after net games (thanks to Guillaume Cottenceau).