2001-11-02 Alexander Rawass <alexannika@users.sourceforge.net>

	* added file src/mission_script.cpp (not yet compilable)
	* started to write mission scripting
	* started to write documentation for mission scripting
	

2001-11-01 Daniel Horn <hellcatv@hotmail.com>

	* added Polygon Offset and employed its use for Logos... now they don't fade behind other polygons
	* changed Z-buffer to be GL_LESS to prevent saturn's rings from "peeking" out behind saturn
	

2001-11-01 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* added setVariable to config_xml

2001-11-01 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* tried to match Daniel's request for color sections
	* transformed easyDomFactory to template class
	* modified config_xml to use configNode instead of easyDomNode
	* modified colors to have sections
	
	
2001-10-31 Daniel Horn <hellcatv@hotmail.com>

	* happy halloween!
	* added ship_ambient and planet_ambient into the picture
	* of course I set them both to 0 :-)
	* added halo parameters
	* made turrets work with multiple subunits
	* put in sample turret with sample carrier
	* carrier has BSP problems due to self intersection...
	
2001-10-31 Alexander Rawass <alexannika@users.sourceforge.net>

	* modified doxygenConfig to show comments in source
	* modified TODO
	* added getVariable to Mission
	* modified Universe to have Init(string filename)
	* modified main.cpp to load the system that's defined
	  as 'system' in the mission file
	* removed data/test.xml
	* added data/sol.system (former test.xml)
	* added error msg to star_system_xml if system file not found
	* added used variables to vegastrike.config

	
2001-10-27 Daniel Horn <hellcatv@hotmail.com>
2001-10-28 Daniel Horn <hellcatv@hotmail.com>
2001-10-29 Daniel Horn <hellcatv@hotmail.com>

	* ported to windows (sound et all)
	* added Direct3DSound support for windoze hardware acceleration
	* added doppler effect (off by default) to config & aldrv lib
	* modified aldrv to use a limited number of sources
	* fixed sound "stealing" so that it respected the limited sources
	* changed weapons to play with looping sounds to eliminate static
	* modified weapon sounds to 'steal' properly so human gets to hear his sounds
	* modified camera to have 1/2 frame lagtime in figuring out which ships to clip
	* modified music to respect limited number of sources.
	* modified music to respect doppler effect & position
	* modified music to allow <4 length playlists
	* modified Units to have a configurable ModelDetail value (higher means that higher (better) LODs are used for far starships
	* added factions to mission parsing (_Universe->GetFaction(int i)) hehe


2001-10-27 Alexander Rawass <alexannika@users.sourceforge.net>

	* added section printout when warning for variables
	* modified main_loop to use nr_ships
	* modified Unit constructor to take a Flightgroup argument
	
	
2001-10-25 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* fixed bug in joystick routines that caused it to fly wildly around
	   on win32 when having no joystick


2001-10-25 Daniel Horn <hellcatv@hotmail.com>
	* added ability to delete playing sounds
	* added ability to have explosions without alpha (GL_ONE,GL_ONE)
	* changed GFXPickLights's checking if object was too large to work with to use floats so it won't over flow
	* fixed GFXPickLights () to actually work! (now lights are picked out of a 3d hash table)
	* added the option to put star system lights into the 3d hash table light="0 1l"  means 0 is on globally and 1 is on for starships "near enough" Now we only have 1 global light and 1 attenuated light for starships "close enough" Framerates should skyrocket for GeForce cards
	* learned not to debug with fastmath on
	* added default states for cockpits
	* added default space background color if backgrounds should be off
	* modified test.xml to make planets farther apart
	* modified config_xml.cpp to print out the missing var's default val
	
2001-10-25 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* implemented orders in mission file (preliminary)
	* wrote stuff to use it in createObjects(), but could not be used properly
	

2001-10-25 Daniel Horn <hellcatv@hotmail.com>
	* added starsystem based lighting (now planets may emit lights
	* define a light at the top of a system then any planets may use such a light. 
	* data directory changed so that starships get hot (glow) when they get close to the sun.  Ambient light index increased for dinged up monitors (you can edit it yourself... 


2001-10-24 Daniel Horn <hellcatv@hotmail.com>

	* added Turrets to the scenes.  They may use any preconcieved AI script, but right now they just load "turntowards" and "fireat" target
	* made an ifdef to allow the user to fly a turret  #ifdef IPILOTTURRET
	* IFLYTURRET will only work if the unit in question has a turret
	* add turrets as follows:  	<Subunit file="rapier" y="10" ri="0" rj="1" rk="0" pi="0" pj="0" pk="1" restricted="-.5"/>
	* turrets may not use their own type for a turret...
	* retricted means dot with "Ri,Rj,Rk" vector must be greater than that value  (so turrets can't turn inside a hull)	


2001-10-24 Alexander Rawass <alexannika@users.sourceforge.net>

	* new command-line argument: vegastrike <mission-name>
	* removed old un-needed code (old key-bindings)
	* removed debugging output from my routines
	* removed old data dir from vegastrike/Makefile.am
	* removed data/Makefile from configure.in

	
2001-10-24 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* added support for analogue hatswitch, should work now
	* ABKey can now be used on two or more bindings


2001-10-23 Daniel Horn <hellcatv@hotmail.com>

	* added cloaking as a feature
	* added cloaking sound to the config file
	* added cloaking to the AI
	* made it so targetting respected cloaked starships
	* made it so weapons respected cloaked starships
	* added CloakFor AI script that will cloak for N seconds
	* added a cloak keybinding
	* added the basis for fog in the future

2001-10-23 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* changed a lot in in_joystick to support any number of axes
	* added analogue hatswitch parser, but not yet used


2001-10-23 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* modified firekeyboard so that two keys can have the same command
	  (FireKey)
	* modified flyjoystick to map axis from config file
	* added variables to test1.mission for later use
	
	
2001-10-23 Alexander Rawass <alexannika@users.sourceforge.net>

	* modified main_loop to use xml-missions
	* modified unit_xml/event_xml to output filenames if not found
	* added mission to vs_globals.h
	* call to Mission is done in main.cpp
	* modified test1.mission


2001-10-22 Alexander Rawass <alexannika@users.sourceforge.net>

	* added bindings for joy-buttons
	  works only for some commands
	* ordered .vegastrikerc better
	
	
2001-10-22 Daniel Horn <hellcatv@hotmail.com>
	* modified units to go in <data>/unit/<unitname> or <data>/unit/<factionname>/<unitname>
	* modified textures go either in the "current dir" or in <data>/textures/ for shared textures
	* modified sounds to either go in the current dir or <data>/sounds
	* modified animations to go in <currentdir>/animations
	* modified sprites to go in <currentdir>/sprites
	* allowed flat data directories too :-)

	* changed the number of times the sound's location was updated to once every physics phase
	* fixed  a problem with weapons (one that had been there for a while) that weapons would be fired by the AI script and not be aligned to a physics frame... this produced a somewhat cool but undesirable effect to have the weapons seem to carry with them a lot of inertia  so I made the unit remember when a shot was fired, and then instead "fire it" at the physics frame 
	* problem caused: because the physics frame deals with the "next" frame instead of this one....  so I had to use the saved data from the previous frame...which is somewhat inaccurate as I do not know the parent of this unit (may cause problems with a turret on a wildly evading starship)


2001-10-21 Daniel Horn <hellcatv@hotmail.com>

	* added Sound support
	* added buffers share preloaded sounds
	* added heuristic that will take X sounds of one type and N closest sounds
	* modified weapon sounds to be present on the mount (with exception of beams)
	* added sounds in unit config file and global config file for common things like explosions, etc
	* added music that will determine the "badness" of current situation and play sounds accordingly


2001-10-21 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* added mapping from string to KBHandler to config_xml
	* modified firekeyboard.h
	  the static void xxKey(int, KBSTATE) are now public
	   to be used in config_xml
	* removed config tests from main.cpp
	* uncommented old BindKeys(..) in FlyByKeyboard::FlyByKeyboard 
	* uncommented old BindKeys(..) in FireKeyboard
	* uncommented old BindKeys(..) in main_loop:InitializeInput
	* added cockpit-callbacks to main_loop.h
	  gave it namespace CockpitKeys
	* added bindings to vegastrike.config
	

2001-10-20 Alexander Rawass <alexannika@users.sourceforge.net>

	* added variables and colors to vegastrike.config
	* renamed vegaconfig.* to config_xml.* (Daniel's request)
	* modified src/Makefile.am (vegaconfig to config_xml)
	* modified includes in config_xml.cpp, main.cpp and many more ;-)
	* modified TODO/Jobs list
	

2001-10-20 Daniel Horn <hellcatv@hotmail.com>

	* added maximum range and cone functions to various radars
	* added color utilization to the radar 
	* added radar config file to unit_xml that could specify radar stuff

	
2001-10-19 Daniel Horn <hellcatv@hotmail.com>

	* added stub functions in for planned audio functions
	* used stub functions in the places where audio will be present
	* added some init functions to OpenAL functions
	* added config files to gfxlib so they use vegastrike.config
	* added config file defaults to star_system star blending

2001-10-19 Alexander Rawass <alexannika@users.sourceforge.net>

	* added colors and bindings to vegaconfig
	  - the bindings are parsed but not yet bound
	* added src/mission.{cpp,h}
	  - the mission is parsed but not yet used
	* modified src/Makefile.am (added mission)
	* added data/test1.mission
	* modified data/Makefile.am (added test1.mission)
	* added call to Mission to main.cpp (preliminary)
	

2001-10-18 Alexander Rawass <alexannika@users.sourceforge.net>
	
	* added easydom.{cpp,h}
	* added easydom.{cpp,h} to src/Makefile.am
	* re-wrote src/vegaconfig
	* re-wrote data/vegastrike.config
	* added config tests in main.cpp

	
2001-10-16 Alexander Rawass <alexannika@users.sourceforge.net>

	* modified src/vegaconfig
	* added vegaconfig.{cpp,h} to src/Makefile.am
	* added call to VegaConfig to main.cpp::main
	

2001-10-16 Alexander Rawass <alexannika@users.sourceforge.net>

	* added data/vegastrike.config (not used yet)
	* added src/vegaconfig.h  (not used yet)
	* added src/vegaconfig.cpp (not used yet)
	* changed data/Makefile.am from pattern to list
	
	
2001-10-14 Alexander Rawass <alexannika@users.sourceforge.net>

	* added data/Makefile.am
	* modified src/Makefile.am to install binary in $(prefix)/games/@PACKAGE@/bin
	* added objconf/Makefile.am
	* changed configure.in :
	  - version set to 0.0.9cvs
	  - added data and objconv to AC_OUTPUT
	* changed toplevel Makefile.am to find subdirs data and objconv
	* added RPM spec file vegastrike.spec
	

2001-10-11 Alexander Rawass <alexannika@users.sourceforge.net>

	* added joystick buttons
	  - wrote BindButton etc in in_joystick
	  - buttonBindings are called in ProcessJoystick
	  - buttons are bound in FlyByJoystick (FireKeyboardButtons don't work?)
	  - buttonState is set in FlyByJoystick::Execute

	
2001-10-11 Alexander Rawass <alexannika@users.sourceforge.net>

	* made joystick work (no buttons yet, no hat, just steering)
	  - no FlyByWire::Execute(); is called in FlyByKeyboard::Execute()
	      when Joystick is enabled
	    FlyByWire::Execute(); is called instead in FlyByJoystick::Execute()
            please check if keyboard still works on systems without joystick
	  - modified FlyByJoystick::Execute()
	  - improved in_joystick
	  - ProcessJoystick is just a dummy function now

	
2001-10-10 Alexander Rawass <alexannika@users.sourceforge.net>

	* modified doxyConfig:
	  replaced absolute path with relative
	  (documentation is generated in ./doxygen)
	  added alphabetical listing
	* added files in_joystick.{cpp,h}
	* modified Makefile.am to compile in_joystick
	* uncommented SDL_Init in main.cpp
	* calling Process/InitJoystick in in_main.cpp
	* yet only debug-output is done, joystick has no effect yet
	* had to convert modified files from dos to unix
