27-09-01 vers. 0.2.10 -- Robert
	o Halved the complexity of the smoke trails
	o Smoke is now only released every SMOKE_TIME seconds, rather than each frame
	o Smoke pieces now blend together smoothly
	o Released 0.2.10

20-09-01 vers. 0.2.10 -- Yannick
	o Improved plasma code (nicer)
	o Added free_2d(), free_plasma() and free_start() at exit time
	o Prevented regen_* to delete unallocated textures
	o Added many free_* functions in modules, even if empty
	    (if in the future treatments need to be added here)
	o Added more calls to free_* in free_world()
	o Added cursor-controled element in plasma
	o Added scale variations in cursor controled element

19-09-01 vers. 0.2.10 -- Yannick
	o Added some mouse controls in video-configuration screen
	    (not finished due to outer space errors)
	o Changed the ugly cursor
	o Added UP and DOWN symbols in font.rgb (#U and #D)
	o Updated PROFILE file, with most time-consuming functions
	o Created plasma.[ch] to manage plasmas
	o Added plasma drawing in key and video config
	o Added plasma detail option
	o Changed plasma look (still job to be done)
	
--------------------------------------------------------------------

19-09-01 vers. 0.2.9 -- Robert
	o Fixed typos of map->alt to map->pos
	o Released version 0.2.9 (must stop making these errors)

--------------------------------------------------------------------

18-09-01 vers. 0.2.8 -- Robert
	o Fixed bug calculating up vector in add_projectile() (dir[] could
	  be NULL)
	o Fixed bug which had map destroyable, but the display wasn't updated
	o Labeled single player mode as "does not work"
	o Released version 0.2.8

--------------------------------------------------------------------

17-09-01 vers. 0.2.7 -- Robert
	o Fixed non-freed weapons in free_player()
	o Fixed malloc bug in load_tank()
	o Light flares are now precalculated -- this gives a huge performance increase
	o Map positions are now precalculated -- improved framerate for drawing map
	o Trails now solid rather than lines
	o Trails fade slower so can see where shots have been
	o Fixed interference between water and trails
	o Fixed bug which had textures applied to trails
	o Release version 0.2.7

17-09-01 vers. 0.2.7 -- Yannick
	o Added MEMORY file with all unfreed blocks detected

15-09-01 vers. 0.2.7 -- Robert
	o Added in thumbnail tank

--------------------------------------------------------------------

15-09-01 vers. 0.2.6 -- Robert
	o Fixed bug in clear_smoke()
	o Released version 0.2.6

14-09-01 vers. 0.2.6 -- Robert
	o Game is now correctly freed if canceled
	o Added in next/last to dialogs, added mouse support into all dialogs
	o Updated typos in about dialog

13-09-01 vers. 0.2.6 -- Robert
	o Improved make release to take into account code changes
	o Moved cursor position from World structure to statics in cursor.c
	o Added cursor_in_text() in 2d.c to check if the cursor was in
	  the last text done
	o Can use mouse in game config screen
	o Keyboard now has KEY_MOUSE1, KEY_MOUSE2, and KEY_MOUSE3

--------------------------------------------------------------------

13-09-01 vers. 0.2.5
	o Added in free_world() and all the other missing free() calls
	  -- this means that when you quit, everything is now freed
	o Fixed bug in calc_target_wheel() -- AI now choose the right tank
	o Fixed all bugs in player config screen
	o Finished changing text on start menu
	o Released version 0.2.5

12-09-01 vers. 0.2.5 -- Yannick
	o Added foot snapshot and changed levels list for that
	o Corrected a small bug in start.c that make the cursor wrong

12-09-01 vers. 0.2.5 -- Robert
	o Lighting is recalculated between rounds
	o Static light loading message now updates as it loads
	o Added loading bar for map texture generation
	o Fixed dependancies for game.h in Makefile
	o Replaced all key numbers with their defines (in glut_interface.h)
	o Fixed all problems of starting games/rounds etc in menus
	o Added in round numbers to start round screen
	o Fixed bug which meant natow didn't think you'd driven if you
	  manually braked
	o Cash is now banked at the end of the round
	o Added in sort_player_list() -- now winners can be determined by sorting
	o Game/round draws can now be handled
	o The HUGE "cannot restart game" bug has dissapeared! Hooray!
	o Game is unpaused if cursor is in window, not just if moves into window
	o Game doesn't pause if you are rotating view when leaving the window

11-09-01 vers. 0.2.5 -- Robert
	o More fixing of World...
	o Added in turn.[ch] to manage round turns
	o Next turn now only starts when explosions stop (stop running away from them before
	  they hit you)
	o Fixed bug in randomize_player_list()
	o Fixed non-freed elements in free_map()
	o Moved all the map lighting code into light.[ch]
	o Fixed bug in AI dry-ground seeking code
	o AI now takes minimum and maximum time to choose action
	o Added in foot level (contributed by Chito Kendrick)
	o make release deletes the PROFILE file (it's 139k)

10-09-01 vers. 0.2.5 -- Robert
	o Started ripping code apart to destroy the beast that is struct _World
	o Added in the Game and Round structure (reduced size of World structure)
	o Added in player_list.[ch] -- lists of players in each game/round
	o Made players randomized order each turn in a round
	o Split config screens into player_config.[ch], game_config.[ch],
   	  round_config.[ch]
	o Made level thumbnail code dynamic
	o Now displays number of munitions when loading
	o Number of tanks availiable now displayedwhen loaded
	o Fixed non-random random functions
	o Added in clear_foo() so rounds can free all their memory

08-09-01 vers. 0.2.5 -- Robert
	o Replaced old turn-based AI with new AI
	o Re-enabled FPS meter

03-09-01 vers. 0.2.5 -- Yannick
	o Added moves for objects (just falling for the moment)
	o Managed component usage for objects
	o Added objects localisation for damage/collisions
	o Added call to 'damage objects' with explosions
	o Added damage management for objects (dont work)
	o Static objects (such as trees) work now fine
	o Added trees in level1.lev
	o AI takes maximum and minimum time in one turn
	o Fixed bug in map loading code (padding in file format)

31-08-01 vers. 0.2.5 -- Yannick
	o Changed 'image.c' to handle RGB with alpha layer
	o Changed logo.rgb and font[2].rgb to include alpha layer
	    (and so removed *_mask.rgb files)

30-08-01 vers. 0.2.5 -- Yannick
	o Added load_2d_image_rgb() in image.[ch] in order to
	    load a raw buffer from RGB in addition to PPM
	o Changed font.ppm & font_mask.ppm in *.rgb for size consideration
	o Changed font loading to use RGB formated images
	o Changed all PPM relative stuff into RGB (game.c, start.c)
	o Changed images/logos/*.ppm into RGB format
	o Changed levels/shapshots/*.ppm into RGB format
	o Changed levels/list.levs references to snapshots to handle RGB files

28-08-01 vers. 0.2.5 -- Yannick
	o Added vector_norm in vector.[ch] with is the
	    squared norm of a vector (when we just have to compare
	    norms, squared norm is enough)
	o Changed 'target_enemy' in ai.c in order to return the angle
	    to turn to be more precise
	o Added AI skill in fire precision

24-08-01 vers. 0.2.5 -- Robert
	o Added in player_stats.[ch] -- store statistics on your opponents

23-08-01 vers. 0.2.5 -- Yannick
	o Corrected the bug that freeze the game in SINGLE PLAYER mode
	o Added a test for objects in levels (see level2.lev). At this
	    time, objects are tanks (sorry, no other model available)
	    which are not updated

22-08-01 vers. 0.2.5 -- Yannick
	o Corrected some 2D functions (for text size measurements)
	o Added ABOUT screen with a scrolling text about NATOW
	o Added 'about' screen selection in main-menu
	o Corrected a small bug in 2D letters rendering
	o Corrected a bug that prevent CPU-controled players
	    to move during SINGLE PLAYER game mode
	o Corrected a bug (infinite loop) in CPU AI in
	    SINGLE PLAYER game mode
	o Corrected a bug that makes CPU-controled players to
	    infinitly looking for a target in some cases
	o BUG in AI in single player mode that freeze the game!
	    working on it

21-08-01 vers. 0.2.5 -- Yannick
	o Added switch for shading between screens in video-config screen
	o Added cursors/ directory and a (basic) cursor
	o Added cursor.[ch] with basic operations
	o Removed cursors/ directory and the basic cursor. Cursor
	    is managed as a font element
	o Added cursor drawing in main screen
	o Added enter/leave function called when the mouse leaves/enters
	    the window. The goal is to pause the game (during playing
	    time) when the mouse leaves the window
	o Added cursor drawing for all non-playing screen
	o Added auto-paused system when cursor is outside the window
	    during game play
	o Bug: in mouse drag (for zooming and turning the view) the
	    system detects that the mouse leaves the screen, even
	    if the focus is still on the window. Not good!
	o Bug: it seems that the new small tank is bogged. Weapons
	    tend to explode inside the tank, at launching time
	o Pause is removed automatically if pause was due to cursor
	    exit from the window
	o Added tests to know if a given 2D coord is inside a text
	    (normal, centered or right justified)
	o Added cursor selection in start screen (without effect
	    for the moment)
	o Managed "click" mouse event
	o Added "click" event transmission as a keyboard event
	    (KEY_MOUSE). May be used the same than "KEY_RETURN"
	o Added full support for mouse selection in start screen

20-08-01 vers. 0.2.5 -- Yannick
	o Changed again the fog/sky interaction. Better, but not perfect
	o Added the file 'PROFILE' which contains the profile for
	    natow functions. Functions to improve are (in order):
	    add_dynamic_light, normalize_vector, mapVertex, vector_2norm,
	    update_trail, clear_dynamic_light_map, update_trails, draw_trail,
	    draw_2d_letter, get_height...
	    After that functions are under 1% of execution time.
	    Details are available in PROFILE file. In the future I will
	    update this file as versions changed.

19-08-01 vers. 0.2.5 -- Robert
	o Added in new small tank model

17-08-01 vers. 0.2.5 -- Yannick
	o Removed a malloc/free in camera.c (for shudder vector)
	o Removed GL_FOG mode for sky. Not really nice... I'm checking...

17-08-01 vers. 0.2.5 -- Robert
	o natow now checks if GLASS tanks have the right properties
	    before using them
	o Tank selection screen changes wheel radius based on how
	    many tanks there are

14-08-01 vers. 0.2.5 -- Robert
	o Added in make_relative_fname() (file.c)

12-08-01 vers. 0.2.5 -- Yannick
	o Changed the shade system. Now an image of the old screen
            is stored and displayed during shade down. No more needs
            to take care about deleted entities in draw functions
	o Screen changes that requier a shade are specified in
            function 'check_for_shade' in 'display_stack.c'
	o Added 'objects.[ch]' files, with minimal operations
	o Added a 'plasma' behind the main menu
	o Added 'objects/' for object files

11-08-01 vers. 0.2.5 -- Yannick
	o Corrected some erroneous key symbols
	o Added key symbols usage in keymap.c (not finished)
	o Corrected again the camera shaking value
	o Added fog-ending distance in levels format
	o Added a shade system between screen games
            Note: the shading is performed AFTER the functions
              finish their works, so the 'old' screen is still
              displayed AFTER the real end... All display functions
              must take care about NULL lists and other deleted
              objects...
	o Created tanks/ and objects/ directories in models/
            directory. Moved textures/ for tanks in tanks/.
            Created textures/ in objects/
        o Created generic Object structure in types.h

10-08-01 vers. 0.2.5 -- Yannick
	o Added a max value for camera shaking
	o Removed 'time lag' message
	o Added players health in SINGLE_PLAYER mode
	o Corrected a bug that prevent player to break in
	    single player mode

9-08-01 vers. 0.2.5 -- Yannick
	o Added more key symbols. Changed some values to symbols
	o Created a new logo, with a more recent tank on it
	o Added game type selection in game-config screen (no effects
            for the moment)
	o Added 'sand' and 'ice' look for heavy and medium tanks
            (the tank list display starts to be short :o)
	o Added all stuff for single player mode. I think it's a
            mistake: it is in fact REAL_TIME game mode (to be changed)
            -> this mode is the same than the previous natow-solo
                 version, with continuous moving and fireing, and
                 CPU control (only STUPID behaviour)
        o Corrected the 'bug' which let borders of the map beeing
            destroyed by explosions (which cause a bad joint between
            the map border and the extended ground)


09-08-01 vers. 0.2.5 -- Yannick
	o Added new round-end type: no more weapons in the game
	o Allowed CPU players to buy their weapons alone
	o Corrected 'scale' tank bug
	o Corrected <string.h> missing in some files
	o Added call to CPU player update if player is CPU controled
	o Added tank and name selection by AI system if player type
	    is not HUMAN (in player_config system)
	o Added round step count in world structure (used by CPU)
	o Added 'runaway' strategy in cpu-round system
	    (go away from underwater)
	o Added 'move' strategy in cpu-round system
	o Added 'fire' strategy in cpu-round system
	o Corrected call to cpu-round management when needed
	o Added call to 'set_player_type' when changing player type
	    (needed for CPU initialization)
	o Changed NATOW cursor to NONE
	o Added --hi-detail option (some guys got good computers :o)
	o Added keys symbol values (KEY_F1, KEY_ESC...) in glut_intergace.h
	    ToDo: replace numerical values by these symbols when used
	o Added 'ice' and 'sand' tank textures
	o Added 'ice' and 'sand' tank models
	o Added 'ice' and 'sand' tank definition

01-08-01 vers. 0.2.5 -- Robert
	o Fixed error in keymap (incorrect display when re-entered)

--------------------------------------------------------------------

30-07-01 vers. 0.2.4 -- Robert
	o Finished tank texture
	o Players physics now reset each round
	o Released version 0.2.4 (GLASS disabled for this release)

26-07-01 vers. 0.2.4 -- Robert
	o GLASS now 100% supported in natow
	o Half textured the GLASS tank model

25-07-01 vers. 0.2.4 -- Robert
	o Fixed bug which had textures applied to explosions/ trails
	o Fixed all GLASS object problems -- only textures to do

--------------------------------------------------------------------

23-07-01 vers. 0.2.3 -- Robert
	o Flea Shell contributed by David Crompton
	o Fixed bug in SPAWN_NEW_RANDOM
	o Fixed bug which had blasts starting with random radii (like -ve radii!)
	o Temporarily disabled the blast marks (too slow)
	o Added in sparkler shell
	o Released version 0.2.3

21-07-01 vers. 0.2.3 -- Robert
	o Keymap now asks to confirm if reusing a key
	o Key is now reset to none if delete or backspace used on it (in keymap)
	o Added support for green and blue text
	o Key changes to green when modified

--------------------------------------------------------------------

19-07-01 vers. 0.2.2 -- Robert
	o Fixed bug which had players firing if they'd moved
	o Player shop can now display n weapons (scrollable)
	o Weapons can be bought/sold with right/left in player shop
	o Round and game end screens can display n players
	o Fixed memory leak with get_smooth_normal()
	o Tanks now sit based on smoothed normals -- less jerky motion
	o Fixed "vibrating tank" bug
	o Stopped players from continuously restarting engine (infinite
	  driving time)
	o Fixed bug that only kept track of driving time when on ground
	o Tank auto-brakes if player voluntarily finishes movement
	o Fixed bug which would constantly reselect a player if they had driven
	o Fixed disabled lighting on tanks
	o Released version 0.2.2

18-07-01 vers. 0.2.2 -- Robert
	o Stuff that should have been in 0.2.1!
	o Added the players name to the overlay
	o Fixed error in screen-size selection (when change down from fullscreen)

--------------------------------------------------------------------

18-07-01 vers. 0.2.1 -- Robert
	o Changed default "close screen" key to enter (space is used in
	  text editing)
	o Added --low-detail option in, this sets everything to
	  minimum detail for software rendering
	o Added map texture resolution modification in video config screen
	o Added a proper stack for display modes
	o The keymap and video can be accessed from the round menu
	  (replaced save and load, which were not used)
	o Added abitlity to regenerate the font/box textures easily
	o Changing texture mode in video-config now has an immediate effect
	o Added fullscreen mode
	o Fixed misc. things in video config dialog that weren't updating
	o Fixed bug which had lighting permanently enabled
	o Brought documentation up to scratch
	o Released version 0.2.1

17-07-01 vers. 0.2.1 -- Yannick
	o Moved random_float() in 'tools.[ch]', with
	    random_integer().
	o Added black traces on the ground after explosions
	o Started to improve birds fly (not finished)

17-07-01 vers. 0.2.1 -- Robert
	o Fixed alignment issues for end round/game screens

16-07-01 vers. 0.2.1 -- Yannick
	o Added tank scaling in tank file format
	o Added tank scaling in tank drawing function
	o Started to import my CPU AI in main branch

16-07-01 vers. 0.2.1 -- Robert
	o Finished improving player config dialog
	o Fixed bug in key-config
	o Improved video config screen (same as key-config)

15-07-01 vers. 0.2.1 -- Robert
	o All GLUT code is now confined to glut_interface.[ch]
	o Display lists are now in the World structure
	o Improved key-config file (uses bind), redid most of key code
	o Fixed bug in video config screen if not in game
	o Reinstated tanks sitting flat on the ground
	o Players can no longer accelerate with the brakes on :)
	o Players can no longer turn while in mid-air
	o Players can now only drive for a fixed amount of time

14-07-01 vers. 0.2.1
	o Merged divergences from bob27 and hexasoft :o)
	o Changed tank physics (better, but not finished)
	o Added blue fog when underwater
	o Added initial support for multiple game modes
	o Added initial support for tuorial
	o Tanks can now move _or_ shoot

13-07-01 vers. 0.2.1
	o Removed malloc/free from map.c
	o Optimised projectile code
	o Fixed bug where you couldn't destroy land below 0.0

12-07-01 vers. 0.2.1-solo
	o Modifications for the new branch:
           - 1st player is HUMAN, others are CPU
           - no more 'round'. human player has always the control of
               its tank and can fire when he wants.
           - CPU players do the same via CPU control system
           - game can end when no more weapons are available for all players
           - CPU players choose their name and buy their weapons
	o Added Right and Left as keys for '+' and '-'.
	o Same for Return and ' '.
	o Corrected some display screen appearence
	o Added health display of other players (and a key for that
            in the key-config screen)
	o Corrected a bug in CPU buying weapon system
	o Removed (bug) CPU player possibility to fire while dead
	o ToDo: add distance estimation for impacts in CPU player
            management, in order to not fire if player is too long
            or if weapon will go too long
	o Added 'texture' option in tank file. Textures are applied
            (both in src1/ and src/).
	o Added Natow-solo targets in Makefile
	o Improved 'release' target (cleanup after tars, -src-,
            -levels-, -images- and -full- achives created)

12-07-01 vers. 0.2.1
	o New natow branch for a moment: single player game,
            with no more round system, and players controled by
            the computer, all in src1/ directory

--------------------------------------------------------------------

12-07-01 vers. 0.2.0
	o Added in snapshots for the four levels
	o Finally released this version!!!

11-07-01 vers. 0.2.0
	o Changed sea drawing to remove a visual bug when fog is
	    disabled (at the sky/sea jonction)
	o Forced borders of map to '0' altitude in map loading
	    to prevent bad joints between map and shirk
	o Added files bird.[ch] to manage animated birds in levels sky.
	    Birds are generated over the sea, and move to a target
	    (also on the sea). When reached, a new target is selected.
	    Try levels/level2.lev for an example.
	o Added "birds" option in level file format to specify the
	    number of bird to use in the level
	o Added "Enable birds" in video-config screen (and corresp.
	    video-config file) to enable/disable birds management
	o Changed 'install' target in order to build a coherent
	    sub-tree in $(INSTALLDIR). Created a script that runs
	    natow-$(VERSION) (the real binary).
	o Changed 'release' target. Now a 'natow-full...' archive
	    is built with all the packages. In addition 'natow-images...'
	    and 'natow-levels...' are now built relative to the
	    natow-$(VERSION)/.. directory, so that it is possible to
	    extract 'natow-src', natow-images' and 'natow-levels'
	    from the same directory.
	o New features for AI system

10-07-01 vers. 0.2.0
	o Added player name editing in player-config screen
	o Moved key management and drawing functions in player.[ch]
            files for devel. facilities
	o Removed level loading from init() (main.c). Moved to
            game.c
	o Added file levels/list.levs with description of available
            levels (including snapshots)
	o Added a map selector in game.c in game-config screen
	o Map is now loaded after game-config, and deleted when
            game ends.
	o Corrected a bug in free_map()
	o Added Left and Right keys with '+' and '-', and
            Return with ' ' in game-config
	o Added snapshots for the four existing levels

09-07-01 vers. 0.2.0
	o Right-aligned text (draw_2d_text_right())
	o Added 'Nfree()' function (tools.[ch]) which freed
	    a pointer after checking it is not NULL
	o Removed some malloc/free in often called functions
	o Changed tanks file to include various underwater properties
	o Added free_natow_texture() function
	o Added free_natow_texture() calls for mini-textures
	    after texture level generation
	o Added starting points system in levels, and their use
	    in player location initialization
	o Removed a malloc/free in add_dynamic_light()

08-07-01 vers. 0.2.0
	o Added progressive transparency to explosions
	o Added ~/.natow/ directory creation and config.[ch]
            to manage config files access
	o Moved all configuration files into ~/.natow/
	o Added GL_NEAREST and GL_LINEAR choice in video-config.
            Still a trouble with value usage in game (to be corrected)
	o Added smoke quantity (%) choice in video-config
	o Extended video-config screen to manage more than 8 lines
	o Corrected a bug (core dump) in explosion.c
	o Started to optimize NATOW code. Most important functions
            are now mapVertex (40%), get_height(7%),
            get_smooth_normal (6%, this one is called
            during the game ?), draw_2d_letter (4%), vector_2norm (3%),
            draw_xstrip (3%), draw_water (2%), (...)
          Note: with intensive explosions, the new order is
            mapVertex (40%), add_dynamic_light (14%), vector_2norm (8%),
            normalize_vector (8%), (...)
	o Added underwater damages for tanks. player->underwater_time,
            tank->underwater_ability (max time under water level
            before damages), tank->underwater_damage (damages/sec
            if stay too long under water level).
        o Added corresponding entries in tank file loader.

08-07-01 vers. 0.2.0
	o Reduced size of map textures
	o Projectiles now give reasons why they're deleted
	o Projectiles now explode out of bounds/on bottom of map
	o Players now awarded winnings based on damage/kills
	o Fixed bug that stopped transparency of sea when textures enabled
	o Fixed bug that had units invisible underwater
	o Kill statistics, and a winner is calculated from this

06-07-01 vers. 0.2.0
	o Changed explosion speed in order to be more visible
	o Added a life time for projectiles (bob27: please check it)
	o Added smoke system (smoke.[ch]). Creates smokes
	    elements on explosions (to be improved).
	o Added day-sky
	o Removed old textures/maps in images/
	o Added late-sky
	o Corrected a small bug in sky rendering
	o Changed GL_NEAREST (ugly) by GL_LINEAR. Perhaps
	    it may be added in video-config system.
	o Reduced (a little) check force for camera, in order
	    to let player see what's happend during explosions.

05-07-01 vers. 0.2.0
	o Improved menu system -- added full menus in

04-07-01 vers. 0.2.0
	o Added a max_altitude value into the level files

03-07-01 vers. 0.2.0
	o Added satellites system which can move in the sky
	o Starting an input text module

01-06-01 vers. 0.2.0
	o Files specified in config files are now specified _relative_ to
	  the config file, and not the current directory
	o The texture for the level is now generated based on the map shape
	  (unless a surface is explicitly given)

30-06-01 vers. 0.2.0
	o Added player.[ch] -- players can be more easily added/removed
	o Added round.[ch] -- game rounds can be started and stopped
	o Changed unit.[ch] and units.[ch] to tank.[ch] tanks.[ch]
	  -- Support for multiple tank types, independant of the players
	o Tanks now in a `tanks' file
	o Munitions now can have a cost
	o Players now buy weapons
	o A full round is now playable, ending with a winner

27-06-01 vers. 0.2.0
	o added files start.[ch] (starting menu, with nice logo)
	o added frame-rate control to save CPU usage
	o added global time access and user counters (input.[ch])
	o added fog parameters in level files (color and density)
	o added test for non-loaded level (prevent core dump)
	o added some extended features for text drawing
		(tabs, new characters, accent features...)

25-06-01 vers. 0.2.0
	o added files 2d.[ch] for 2D treatments (boxes, texts...)
	o added files lakes.[ch] to compute lakes in landscapes
	o added lakes definition in level format
	o added sky texture loading, initialisation and drawing
	o added extended ground and sea
	o added extended keymap management (input.c) for special keys
	o added exit menu (on ESC key)
	o added key-configuration screen (on F1 key)
	o added video-configuration screen (on F2 key) (videoc.[ch])
	o added files to store key-config and video-config
	o added fonts/ directory and font files
	o Added in level files (contain texture, altitude etc info)
	
07-06-01 vers. 0.1.8
	o Moved all the draw_x() functions from draw.c to their relevant files (e.g. trails.c)
	o Improved comments in code
	o Smoke trails now fade away
	o Removed a debugging glVertex() call in get_map_intersection_long(), wouldn't work with
	  some openGL implementations.
	o Replaced dodgy GLUsphere() function with temporary draw_sphere()

07-05-01 vers. 0.1.7
	o Fixed error when collision algorithm wouldn't converge -- some maps were unloadable
	o Tanks can now damage eachother
	o Camera now shakes when explosions occur
	o Visible explosions now occur (light flash and fireball)
	o More error messages displayed if malloc fails

06-05-01 vers. 0.1.6
	o Added in bouncing weapons
	o Added a generic munition system in, new munitions can be easily created
	o Various minor bug fixes
	o Camera can no longer go underground

28-04-01 vers. 0.1.5
	o Fixed bad coding -- no more global variables
	o Moved natow.[ch] to main.[ch]
	o Changed authors email address
	o Fixed bug where would segfault getting height on edge of map
	o Fixed bug where one side of map not correctly loaded
	o Camera now slides between players/projectiles
	o Ground texturing added (o)
	o Landscape lighting now precaculated -- landscape shadows
	o Dynamic lighting added
	o Rewrote map drawing code -- fixed buggy LOD
	o Fixed map normals on the edge of the map
	o Fixed bug where a game would start with a large timestep
	o Got rid of C++ style comments ("//")
	o Now packaged in dir natow-x.x.x/ rather than natow/
	o COPYING now a symlink to /usr/share/autoconf/COPYING

19-04-01 vers. 0.1.4
	o Added multiple players in
	o Parachute only shows on parachute cluster bombs when they're falling
	o Tanks fall with parachutes now (when falling fast enough)
	o Tanks pitch foward as they fall
	o Firing now turn-based
	o Missiles now have an initial velocity -- on fast(er) computers they pitched into the
		ground straight away!
	o Fixed errors in documentation

28-01-01 vers. 0.1.3
	o Improved collision detection, to abitrary accuracy (sub-division)
	o Fixed segfault when trying to manually delete a projectile when there is none
	o Fixed explosion code
	o Changed the strength of the parachute bomblets so they
		don't explode in eachothers craters
	o Fixed models and map so GL_CULL_FACE is now enabled
	o Map memory is now allocated dynamically
	o Name changed to NATOW (Nasty Armoured Tanks of War)
	o Support for multiple maps to be loaded
	o Units now move in a more realistic way, not finished though
	o Units now sit flat on the ground (like they used to)
	
17-01-01 vers. 0.1.2
	o Fixed segfault when explosion occurs on edge of map
	o Added parachute bombs and cluster parachute missiles in
	o Fixed spelling errors in names (must have been tired)
	o Fixed gravity, made dynamic
	o Ability to change thrust on missiles (+/-), also displayed in HUD
	o Ability to delete wayward projectiles (delete)
	o Trails are now transparent
	o Fixed error where spawned projectiles would get bonus movement
	o Ability for weapons that require accuracy to slow time when they're being used
	o Ability to toggle water (k)

16-01-01 vers. 0.1.1
	o Changed the projectile code to be dynamic -- many projectiles as you have memory :)
	o Fixed a quick hack with the map renormalisation after an explosion
	o Added in different projectile types
	o Added acceleration for missile weapons
	o Fixed the projectile direction/rotation code
	o Added in MIRV's
	o Changed the view to follow the first projectile (for testing)
	o FPS meter only updates every 1 sec now
	o Added water in
	o Ability to toggle fog
	o Changed some of the co-ordinate use to be more openGL native
	o Movement is now tank-driving rather than map-position
	o Changed the physics code to be more accurate
	o Added trails in (for debugging)
	o Fixed shell model, added in missile model
	o Tank now starts in the middle of the map
	o Ability to load and arbitrary map from the command line
	o Tab cycles weapons
	o Weapon type displayed in HUD

13-01-01 vers. 0.1.0
	o First release
