Changelog revamped Feb 2, 2005
Start Version 0.0.1

Legend:
*  Minor Fix (0.0.01)
** Major Fix (0.0.04)
/  Minor Change (0.0.02)
// Major Change (0.0.04)
+  Minor Addition (0.0.05)
++ Major Addition (0.0.08)
-  Minor Removal (0.0.04)
-- Major Removal (0.0.06)

Changelog (most recent first)
Current Version 0.3.56
==========================

+  Gave soldiers REACTIONTIME (but doesn't change much)
-  Disabled large dust
-  Crappy Soldier sprites removed for size
/  Fence Spikes can be destroyed
-  Disabled stim packs (could interfere with healing/first aid)
++ Footstep sounds! Not perfect, but nearly!
// Completly revamped the injury system (more deadly/realistic)
-  Removed generic grey trees
-  Removed the running rabbits. They added nothing and were annoying (but fun to shoot!)
// Moved all player scripts into libraries (much cleaner)
+  Player can choose from 18 Doom II tracks for music! (includes random and none)
/  Stim drugs, tying wounds, and healing are mutually exclusive. Player slows to heal.
++ The player is about 25% slower, and also changes speed to perform some actions.
// Removed *MANY* buggy, cumbersome features from the WAD, so some below don't appear.
   Also have added several small features not worth mentioning individually.
   (special increase for all of this, 0.0.2)
+  Complicated energy routines in KEYCONF, hopefully work
+  Re-implemented flashlight, with a slower battery drain than the NV goggles
+  Some sound $limits, esp. on pickups
/  Sped up enemies somewhat
/  Weakened Invincible_Sentry_Soldiers (could easily kill player from across map)
/  Changed breaking glass to work better (technique taken from NJTRAIN.wad)
/  Expanded control room area (under construction)
+  Some generic Doom trees for looks
+  Some Security Camera textures in underground control room.
++ Preliminary work begun on a "training" map
+  "Battery" implemented (but still buggy)
*  Impact dust for large objects implemented again (much better?)
/  Powerbox textures stood out too much, finished powerlines
++ Implemented TITLEMAP
// Changed how respawning works; you come back as a ghost (still incomplete/buggy)
/  Improved injury/heartbeat scripts (screen pulses)
++ Made all lights in the level destructable! (only some w/sparks, though)
+  Exploding deaths for soldiers
+  Make climbable walls define how easy to climb they are
++ Some ExtraFloor_LightOnly for better lighting (constant development)
+  Some rabbits that run away from you (environment interaction)
*  Small grenade bugs worked out
/  Re-strengthened the climbing script
++ Fence spikes around power substation
++ Invincible sentry soldiers at the road so the player can go outside compound
+  More barbed wire around crate building
*  Shotgun shell bug: After firing, turning wouldn't change the eject angle
// Made barbed wire actually prevent you from climbing. You have to destroy it first
*  No longer see rocket icon when grenade weapon selected
+  Deathsounds for glass shards (sounds better)
*  Bug with dying (screen would get lighter)
++ Expanded the game area and made a new start location
+  Rotations for grenade projectile
** Other weapons cannot be selected (fixes BFG freeze)
++ Some "constant pain" scripts (screen stays red when hurt)
/  Weakened the climbing script (not as easy to climb now)
++ Glass shards split smaller. Not perfect, but works	
/  Enhanced shell bounce sounds somewhat
*  Finally addressed a long-standing texture inconsistency
/  Animations for ejecting shells (look sweet!)
*  Player mass increased to counter-act grenade thrust on self
// More powerful grenades to accomidate below (Too powerful, I wonder?)
++ Added a shotgun soldier class and fine-tuned some settings for enemies
// Health to 100 and increased per-bullet damage for enemies
   (of course this means DM will probably need to wait for Custom Weapons
   in order to achieve the same effect)
+  Preliminary shield scripts, as per request (commented out for now)
*  Small keyconf bug with WAD identifier
/  Renamed flashlight commands to nightvison in KEYCONF
+  Sentry Soldier has (unused) graphics ('cause they're "ugly" >:( )
+  Sentry Soldier now has unique firing sounds
+  Gave ejecting shells impact sounds
*  Some powerlines underground looked weird
++ Flashlight is now a night-vision scope
/  Translucency on bullet puffs changed to 50% from 25%
++ Enemy soldiers now use A_CustomBulletAttack
/  Changed KEYCONF keysection to "RealCombat", from "Urban War"
// Changed SNDINFO lump, no longer depends on predefined sounds?
*  Refined the grenade priming sound (no more "whoosh")
// Reworked the DECORATE lump based on enemy "ranks," different weapons later
*  Small SNDINFO bug; grenade pickups had only one sound
/  Some scripting changed, mainly SG reload speed
+  Glass shard rotations
-  Glass shard animation removed
*  Bug with grenade explosion spawning
+  Ejecting Shell scripts and projectile defs
