Version 0.66:
-------------
- New "-forceresolution" command line parameter to force the engine to use resolution specified by the -width & - height parameters.
- New console command g_bFloorLightFix, used to test new floor lighting system.
- LOD generation disabled in the release version (too unstable). So, pregenerated MRM files are needed.

Version 0.65.4:
---------------
- Redondant texture bug removed (useless bottom et up textures removed).
- Clip planes active in ZBuffer mirror code.
- All light sources preserved after loading a saved game.

Version 0.65.3:
---------------
- Objects & transparent/translucent linedef sorting bug fixed.
- Memory allocation problem (which can cause crash or exhaust all system memory) in particle code fixed.

Version 0.65:
-------------
- "Double-sided transparent linedefs disapears when mirror in view" bug fixed.
- Mirrors work coorectly with 3Dfx MiniGL drivers (glFrontFace function isn't supported by those drivers).
- "Lens flares displayed twice when a mirror is in view" bug fixed.
- Display problem fixed with the floor lighting system.
- Autorotate flag now works correctly with Interpolated MD2.
- Ceiling display bug fixed when the floor texture is a sky.
- Sky spheres now should be correctly positionned (Cf Doom2 MAP24).
- Useless upper textures aren't displayed anymore (2 sided linedefs which both sectors have a ceiling sky texture).
- MD2 skins greater than 256x256 are now automatically scaled to 256x256 (it crashed with 3Dfx MiniGL).
- Walls with floors/ceilings junction gaps should be less noticeable.

Version 0.64:
-------------
- 2 problems in mirror's code fixed (one crash (particles) & one display problem (lens flare)).
- Deep water sector huge speed improvement.
- Scrolling flats speed problem fixed.
- Double-sided textures now scroll correctly.
- "Decals which didn't move on some doors" bug fixed.
- Sector_SetColor now works in deep-water sectors.
- Some optimisation in lightmap2 code (large open space areas with few ligh sources in sight should be rendered faster).
- New floor lighting (only available in "lightmap 2" mode). Read lights.txt to know how it works.

Version 0.62:
-------------
- Level of details (LOD) for MD2 support:
   For each MD2, 4 LOD are created (100% of polygons, 75%, 50% & 25%).
   The farther the MD2 is, the lesser LOD it will use.
   LOD can be enabled / disabled from the OpenGL option menu (g_bUseMRM console variable).
   The distances, which causes LOD switches, can also be adjusted from this menu: it affects the console variable g_iMRMDist.
   Dist= the distance from the camera to the MD2:
   When g_iMRMDist > Dist, the 100% model will be displayed.
   When 2*g_iMRMDist > Dist > g_iMRMDist, the 75% model will be displayed.
   When 4*g_iMRMDist > Dist > 2*g_iMRMDist, the 50% model will be displayed.
   When Dist > 4*g_iMRMDist, the 25% model will be displayed.

   A new "noLOD= 1" parameter has been added in md2.ini (to disable LOD on low polygon models).
   Also, the first time you will run ZDoomGL, ".mrm" files will be created (which contain LOD datas). It could take a while.

   Warning: This option needs to be improved (even with the 75% LOD, there are holes in some models...)

- Allocation problem in drawing list of floor/ceiling fixed (could cause crashes).
- Appreciable speed improvement when rendering wide open spaces with a lot of multi-sided sectors.
- Bug in MD2 lighting fixed (vertices) + one new mode: "vertices 2".
- New "autorotate= 1" parameter in MD2.ini (to enable rotation of weapons, ammo, etc. like Quake).
- Random crash in console init fixed.
- One bug in texture creation fixed (original Doom transparent texture redefined as a non-transp texture in a PWAD).

Version 0.6:
------------
(compiled with MSVC4)
- Lens flares support.
- New light.ini format which supports coronas & lens flares definitions.
- "midi stops when bringing up the menu" bug fixed (thanks to Rajkovits Pter).
- Multiple 2-sided linedefs bugs fixed (thanks to Abbs for his examples WADS).
- Multiple-patched texture bug fixed (custom texture from PWADs).
- Crash in menu items allocation fixed (menus from PWADs).
- Player's weapon (sprite version) now correctly lighted in a colored sector.
- Lightmap 2 rendering re-worked one more time.
- New console variable: g_bFastSprClip for fast sprite clipping (set to 1 by default).
- Animated floor/ceiling texture corruption fixed

And a special thanks to Randy Heit for fixing all the following bugs:
- Fixes memory corruption when reading lights.ini at startup. 
- Fixes crashes when showing player setup menu.
- Draws the background on intermission texts. 
- Removes the need for ptc.dll and hermes.dll. 
- Fixes crashes when displaying menus and dimamount is non-zero. 
- Fixes translucency to be the same as the standard software renderer. 
- Fixes some alignment problems for the big screen-sized 2D graphics. 
- Fixes crash when running with 1.23 zdoom.wad. (Will still not run, but at least now it says why.) 

Version 0.5:
------------
(compiled with MSVC4)
- MD2 now correctly displayed with minigl driver.
- Re-useable switch bug fixed.
- Automap now displayed:
	Please note that you have to type "g_bUseMapHack 1" console command, if you use minigl driver (which doesn't support GL_LINES...)
- New corona blending effect.
- Decals bugs fixed (no more ZBuffer problems & correct lighting).
- Some optimisations in lightmap code (1 & 2).
- Lights behind a wall, below a floor or above a ceiling shouldn't affect the wall/floor/ceiling anymore.
- Bugs in lightmap 2 rendering fixed (bad blending effect).
- "Polygon cracks" option removed (they should be removed by default).
- New MD2 vertices lighting code (more realistic):
	New console commands: 
	+ g_iMaxNbMD2Light: Maximum number of lights which affect a model (it becomes too slow if there are too much lights).
	+ g_iMD2VLightDist: Beyond this distance, the engine will use the positionnal MD2 lighting system (less expensive).
- MipMapping support (g_bUseMipMap console command).
- 32bits display support (set it in the resolutions option screen).
- More than one mirror can be rendered in a scene (hardware stencil buffer needed).
	Console command: g_iMaxMirrors.
- New light height offset parameter in light.ini.

Version 0.4b:
-------------
(compiled with MSVC4)
- New console variable: g_fglfog to set the fog attenuation distance (default value is 7.0)
- New command line switch to set the scale of the world (default is 100).
   This switch could be usefull to remove the "display ground bug" present on 3Dfx cards. (in ZDoomGL V0.4, this parameter was set to 10 for example).
- Music stoped when load/save a game bug fixed.

Version 0.4:
------------
- You can now add dynamic ligthing to any state of any items (like emit light when a monster fire).
- A lot of optimisations (especially items rendering & dynamic lighting 2).
- 3Dfx MiniGL driver support. If if you have a low end machine with a 3Dfx card (like me), you should use it, it is a lot faster. Remaining problems with MiniGL are MD2 & Mirrors.
- External camera bug fixed.
- "Fog on transparent walls" bug fixed.
- FOV support.
- End episode / intermission screens crashs fixed (except end of episode 3 for Doom 1).

Version 0.3:
------------
- ZDoom V1.22 port.
- Floor mirrors support. Mirrors definition are in the levels.ini file (you can use the -lvlspec switch to use another file).
	This new code is quite experimental. Only one mirror at a time can be rendered. Read levels.txt to know how it works.
- A large texture (>256) bug fixed.
- MD2 HUD weapon & external camera mode bug fixed.
- Increasing / Decreasing light in pause mode bug fixed.
- Lightmap 2 with anti polygon crack display problems almost fixed.
- Lightmap 2 code optimised (especially when there is no dynamic lighting).
- Memory saving:
	-nomd2 switch added: remove MD2 support (save more than 30 Mb of memory with the last md2.ini).

Version 0.2b:
-------------
- Automap crash fixed.
- Minor changes in the MD2 HUD weapon code & MD2.INI.

Version 0.2:
------------
First beta version.
- ZDoom V1.21 port.
- Support for MD2 HUD weapons: 
	The md2.ini included in this archive works with the "Generations" weapons models.
	You can find the "Generations" mod here: http://fileplanet.com/index.asp?search=generation
- New sky code:
	+ Method 1: the original sky code.
	+ Method 2: Inspired from the JHexen sky code (thanks to Jaakko Kernen author of JHexen).
	+ Method 3: MD2 sky (thanks to Edmundo Bordeu for the MD2 skies).
	The method 3 works only with Doom II (and DoomII PWADs with no custom sky).
	In the console: "g_bSkyMethod" 0 = Method 1 / 1 = Method 2 / 2 = Method 3.
	Please note that ZDoom specific skies (double sky, scrolling sky, etc) are not currently supported.
- Another 2-sided walls bug fixed. (some backface textures were misaligned).

Version 0.12b:
--------------
- ZDoom V1.20 port.
- Useless change resolution at startup removed.

Version 0.12:
-------------
- ZDoom V1.19 port.
- Transparent walls are now filtered.
- Translucent walls support.
- New corona blending effect.
- Screenshot support (-devparm + F1 key like original Doom).
- MD2.INI reading bug fixed (when a lots of MD2, the last were not read).

Version 0.11:
-------------
- Dynamic lighting now scripted (please read the lights.txt file to know how it works).
- Dynamic lighting with fog bugs fixed (still not perfect anyway...).
- Colored sector bug with lightmap 2 fixed.
- Scrolling floors with lightmap 2 now work normally.
- "Solid" vision effect (deep water) in some boom WAD (nokd4b.wad for example) bug fixed.
- 2-sided linedefs bugs fixed (translucent linedefs are not supported for the moment).
- "Problems when saving/loading a game during a lot of action" bug should be fixed (problems with the dynamic lighting code).

Version 0.1:
------------
- Full mouselook support.
- New dynamic lighting code ("lightmap 2" in the options).
  This new code removes lighting saturation and improve the quality of lighting in the very dark areas.
- New option to remove "polygon cracking".
	In the console: "g_bKeepJunctions" 0 = off / 1 = on
	!!! Warning !!! On some 3D cards this option could switch the engine to software mode (it was the case with the GeForce).
- -host & -join network support thanks to Jeffrey Cuenco (jcuenco@sciti.com).
- Ghost walls bug fixed (walls with the bloody skulls texture which appear on transparent linedefs).
- Dynamic lighting initialisation when start/load a level problem fixed.
- Exiting via the console now restore the desktop resolution.
- "Deep water ceiling dispearence fixed when the normal ceiling was the sky" bug fixed (like in the vertical cylinder at the begining of demo.wad).

Version 0.09:
-------------
- Fog support.
- Fake bridges support (in the first level of securitron 2, for example).
- You can now choose your md2.ini file with the -md2 <md2 file> command line switch (it could be usefull for TC with new monsters).
- Crash because of too big sky textures fixed (in securitron 1, for example).
- Missing console background bug fixed.
- "Particles holes in monsters" bug fixed.
- "MD2 texture corruption after changing resolution" bug fixed.
- "RaiseAndChangeTextureFloor" bug fixed.
- Mlump.txt & Wlump.txt files are no longer used (so you can have Doom1 & Doom2 IWADs in the same folder without problem).
- Switch animation bug fixed (re-useable switches).
- Misaligned textures bugs fixed.
- MaxVisSprites crash fixed.
- Displaying the menus during a game crash should be fixed.

Version 0.08:
-------------
- Polyobjects support.
- Scrolling textures support.
- Textures animated by script support.
- Colored sectors support.
- Earthquake support.
- Deep water sectors support.
- Floor & ceiling lights for sectors support.
- LS_Thing_Remove crash fixed.
- Smaller particles.

Version 0.06:
-------------
- Bug in external camera mode fixed.
- Crash at the start of some ZDoom specific wads (securitron or ZDoom "demo.wad" for example) fixed.
- Coronas (with some display problems in the external camera mode):
	In the display menu: "Use coronas"
	In the console: "usecoronas" 0 = off / 1 = on
- MD2 support.
	In the display menu: "MD2 support"
	In the console: "g_bMD2" 0 = None / 1 = Normal / 2 = Interpolated
- Dynamic lighting.
	* Quality of dynamic lighting:
		In the display menu: "Dynamic lighting".
		In the console: "g_bDynLight" 0 = None / 1 = Vertices / 2 = Lightmap
	* Player emits light:
		In the display menu: "Player lighting".
		In the console: "g_bPlayerLight" 0 = Off / 1 = On
	* Monsters emits light:
		In the display menu: "Monster lighting".
		In the console: "g_bMonsterLight" 0 = Off / 1 = On
	* MD2 lighting quality:
		In the display menu: "MD2 lighting".
		In the console: "g_bMD2Light" 0 = None / 1 = positional / 2 = vertices
- Clipping quality
	In the display menu: "Clipping quality".
	In the console: "g_cClipQuality" with:
				0 : the fastest solution (lots of polygons missing)
				1 : the default solution (some polygons missing).
				2 : the slowest solution (no polygon missing).

Version 0.03:
-------------
- Map.
- Crosshair.
- External Camera mode.
- Particles.
- Useless video menu items removed.
- Intermission screens.
- Damage / bonuses / etc. flashs.
- Changing level doesn't crash anymore.
- Game now pauses while in the menus.
Known problems:
+ All the other bugs & missing features from previous versions are still there... (so there is no MD2, no dynamic lighting, etc.)

Version 0.02:
-------------
- Menus.
- Console. 
- Switching resolutions should work.
- Look Up/down range should now be conform to original ZDoom.
Known problems:
+ All the other bugs from V0.01 are still there...
+ voodoo1/voodoo2 users: beware the resolutions reported in the menus are only supported by your primary 3D card.
+ Title/credits screens are awful on 3Dfx cards (thanks to the 256x256 texture limits of 3Dfx cards).

Version 0.01:
-------------
First alpha version. Please note that a lot of bugs may occur.
The bad news:
- No Map.
- No Menus.
- No Fix screens.
- Most of the ZDoom and DoomGL graphical features are not present (no polyboj, no particles, no console, no dynamic lighting, no MD2, etc.)
The good news:
- Every non graphical ZDoom features should work:
	+ Network games.
	+ Bots work.
	+ DEH PWADs should work.
	+ Config files.
	+ Jumping
	+ Sounds
	etc.
