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).
72 - Networking component sends a different version number now. This version numb will only increase when we change the networking code.
75 - NVidia OpenGL build fixes. The error was in how we used deprecated
76 extensions. I'm sure this bug would come up other places, but NVidia seemed
77 to be the driver that was causing the most problems
80 - idlePlay now sleeps to prevent 100% CPU usage. (Thanks Dennis Lubert)
81 - Dennis' patch has been altered to use the GLUT time rather than
82 gettimeofday. It also uses the time-step-period variables which already
83 existed. As a result, there is less sleeping (it sleeps 7 times rather
84 than 11), but it fits more with the current code setup. Dennis still gets
85 the credit for this because his patch gave me the framework to do it.