October 19
->  Warped 3.1 b1
	Bots
		Bots have been taught to use warped weapons.  They will also boost for the flag and attempt
		to return the flag home via boosting if it needs to be carried home (not perfect they get stuck
		sometimes).

		They've also been taught to use flares and have various tactics for evading rockets.  They will
		switch their own weapon opts settings for certain items (such as the plasma gun, sniper rifle...).

		They are quite good in Duel but it's not a very good idea to stick them on a public server, they
		will hinder the machine's a performance (as they do in base).

	AirWar
		New Gametype!  Airwar goes a long way into modding Tribes 2 and is being released as
		a sample/taste of what it will potentially become.  It will absolutely NOT work with bots
		and you are highly discouraged from attempting to run it with bots.  It's a gametype where
		you spawn in shrike and are set in a battle of survival.  Last man standing wins the round, 10
		rounds per game, whoever wins the most takes it all.  Points are scored by damaging your
		opponents or by eliminating them.  The points are used to buy upgrades for your vehicle via
		the AirWar inventory screen (accessed through your regular inventory button).  You may also
		spend points from your total score.
		
		Please note:  This is still a beta gametype and WILL have bugs.  It is disabled by default
		you must activate it through your WarpedSettings.cs file in the warped scripts directory.

		Simply set $Warped::AirWar = true;

		Airwar allows you to perform barrel rolls and boosts and 180 turns by double tapping your
		movement keys.  Airmine types are switched through weapon opts.

	Warped Dueler
		New Gametype!  Dueling has been added to Warped!  The bots will play this with you
		so you can practice in single player.  Make challenges through the lobby pop-up menu.		
October 3
->  Warped 3.0 b1
	Missile Models
		The missile models have all been redone to be a little more realistic and to make
		the download a little more appealing.
		Furthermore it's now easier to distinguish by what you're getting hit.

	MIRV Missile
		This new missile type splits into 8 other missiles when destroyed which seek out
		nearby targets.

	Napalm Missile
		Fixed to be less laggy.
		Damage code is now different so it creates a truer burn effect.
		Napalm now causes burn.

	Two New Vehicles
		Missile Module for the Shrike has become Rocket Module (rocket launchers) and
		the Missile Module is now a Shrike with two Missiles mounted on its wings.
		These are pretty hard to shoot on target yet they do twice the damage of a 
		normal missile, plus they seek on other vehicles.

		Napalm Bomber module added to the bomber.  Fire once to drop a napalm bomb
		fire again to set it off.  Works best when set off midway through its fall as the
		napalm has time to spread out.

	Client
		Bunch of fixes done to the client.  Score screen tweaked, now should be
		faster and correctly displays connect time.
		Score screen will now display N/A for capture the flag based values in non
		ctf games (Flag Caps/Returns/Grabs and Team Kills where appropriate).
		The Warped Gui now centers on all resolutions.

	Help
		Weapon help has been updated for the new weapons.

	Combos
		Combos have been added ala UT.  Double Kill, Mega Kill, Ultra Kill, and
		Monster Kill.  They all award incrementing bonus points.
	
	Defense Points
		Defense Points added for deploying items close to a generator or flag.
		All distances tweakable via warpedsettings.cs
		In order for this to work properly, points are also removed when an 
		object is disassembled (if points were given for it when it was deployed).
		If the player is close to both their flag and a generator, they will be
		awarded twice the points and an appropriate message will be shown.

	Warped Settings
		The settings file now contains settings for armor physics and all gametype
		settings along with combos and such so they can be customized as the server
		admin prefers.

	Sniper Based Weapons
		Fixed so they all aim properly (no more off reticle shots).  Fixes done to the
		railgun and all types of sniper rifle.   Sniper rifle is now almost light speed fast
		and the rail is 75% slower (75% isn't much due to the huge speeds involved).

	Gyro Pack
		Has been remodelled to work like a pack.  Now has a build animation.
		When controlled, you can press FIRE to go into player mode and look around
		and fire weapons while hanging from the gyro.  BOOST to get back into pilot
		mode.
		Obviously this would be the bomb for an assassin, yet it's limited to only
		the scout for now.   This fast getaway vehicle is perfect for the scout
		and suits its creed.  While it would be a great tool for other armors,
		it would unbalance things significantly. 
	
		The image has been set to firestate when the gyro is used, this seems to
		maintain image/sequence accuracy throughout all the clients.
		
		Gyro's cannot be locked with lockjaws yet they will die with one missile
		of any other locker.

	Replicator
		The rocket launcher's replicator function has been changed entirely.
		Where before it would split into two when fired again and home onto any
		nearby target, it now works as a true rocket replicator.  Keep the trigger
		down and rockets will get loaded into the barrel until you release at which
		they will be blurted out diverging from the launcher's muzzle.
		They will lock on targets in the middle of your sight (requires very high
		accuracy).

	DeathMessages
		Deathmessages have been tweaked for ammo explosions so people can know if
		they were killed by a lucky death ammo explosion or not.  
		Headshots kills now provide corresponding death messages.
		PDLM deathmessages have been changed from normal laser turret ones.
		Napalm is now different from Napalm Missile.

	Headshots
		Headshots have been finally fixed to work increase damage amount on any
		damage dealt to the head.  Damage increases by a factor of 1.75 (modifiable
		via warpedsettings.cs).
	
	Burn
		Burn has been added, players have a 33% chance of getting burned by explosive
		weapons.  The equilizer not included as it's rate of fire is very high meaning
		you would most certainly get burned when shot at by one.
		Burn visual effect added as well.

	Poison
		Poison visual effect added.
	
	
	GameTypes
		Following gametypes have been fixed to work with warped:
			Team DM
			DM
			Hunters
			Team Hunters
			Rabbit
		
		Warped Top 15 Players are saved differently for each game type so there are
		a top 15 for TeamDM, DM, Hunters, TeamHunters, and Rabbit.
		Other gametypes will be converted as time permits.
		If enough requests are made for other gametypes they will be converted too.

	New GameType
		Team DeathMatch has been created!  Works just like in other games, a number of
		teams battle for most kills.  Needed some fixes for DM map types to work
		properly with TeamDM, these were all doable code wise without needing to change
		any maps.  ALL DM maps are TeamDM compatible!  Objective Hud settings created
		too, they will be downloaded with the client.		
September 26
->  Warped 2.99
  	Gyro Pack
		Fixed a bug where the gyro pack's team wasn't set propery and was hence
		targetted by friendly turrets.
	
	Reticles
		The reticles system has been changed so that the client doesn't need the
		full reticle list, instead it has a function which sends the information
		for each weapon as needed.
		This should improve load times for people who will be updating clients.

	Score Hud
		The score hud had a bug where people would get relisted everytime the map
		changed, this has been fixed.

	Grav Gun
		The grav gun has been added.  It has 4 options under weapon opts.

			1. Self Retract
			2. Self Repel
			3. Target Retract
			4. Target Repel

		Essentially you have the option of making it work on yourself or on other 
		players, you can also set whether you want to pull objects towards you or
		push them away (or push yourself towards or pull yourself closer).

		The Grav Gun has some interesting code to make it a little more "realistic"
		(ok so they'd never exist but say they did).  If you're closer to the target
		object, the strength will be much greater.  Farther away you are, the more
		the strength will decrease.The grav gun automatically gives objects with
		greater mass a greater pull.

		This was used as a major spam tool/TK weapon in Tribes 1.  Here, when 
		Team Damage is off, the grav gun will have no affect on friendly players
		(unless you're using them to pull yourself in/away).  The energy on it
		drains quite fast as well limiting the gun's strength.

	Warped Top 15 System
		Each server will keep track of their top 15 players.  They're stored in a
		Top15.dat file in your Warped directory.  The system tracks players by 
		guid and by name.  The server will issue a global message when a top 15
		player connects.

		The Top 15 list is accessable via Weapon Opts (under Warped Options) by 
		anyone playing on the server.

		Further implemenation will be having different lists for different game
		types, right now the CTF one is the same for DM et all.

	Warped Quick Points Hud
		The HUD which pops up to inform the player of the number of points they
		got for a kill/destruction/cap/repair now also informs the player of the
		number of times they've killed other players and their total score is
		also displayed.  The hud now shows up on suicides too.

	Nuke
		Nuke damage has been tweaked a little, dreads and juggies could survive
		a full on nuke blast prior to tweaking, this should be no more.
		The nuke cloud effect has been slightly touched up too.

	DM
		Warped has been fixed up to work properly in DM, upcoming changes with DM
		will include some new rank features and the ability to disable certain
		weapons in DM (for example: nukes, grav guns...)

		Spawn Favorites is always active in DM.

		Try hosting a game with bots, it's fun even though they don't utilize
		any warped weapons.  This latest version was tested with 16 bots and
		two human players for numerous hours and the server kept up with no crashes

September 25
->  Warped 2.98
	Release
		Version 3.0 will be our target release version.  This should be reached
		in a day or so.

	Guided Missiles
		Further fixes done on destruction so that nothing is left 
		unaccounted for.

	Damage Profiles
		Damage profiles have been tweaked.  The hyperblaster could previously
		tear through a juggernaut in less then a few seconds, the hyperblaster
		damage scale now varies from armor to armor.

	Turrets
		Some turrets, like the ion turret, incorrectly needed a minimum of heat 
		to detect an enemy.  This has been fixed.

	Arbitor
		Big bug with the arbitor were sometimes it'd have unlimited cloak due to
		how the cloak was handled (it was a "time bug" which was affected by a 
		matter of milliseconds).  A small "buffer" has been created for this to
		catch any stray values.

	Repairing
		Fixed a repair bug where repairing enemy players wouldn't deduct any points.
	
September 25
->  Warped 2.97
	Gyro Pack
		The gyro pack is now linked to the scout's health.  Meaning when
		the gyro pack gets damaged, so does the scout, and vice versa.
		It has been slowed down noticeably and should be much more balanced
		overall.

	Hover Jeep
		The jeep auto-reloads with the last manual (or default one if none 
		was manually loaded) loaded missile every 30 seconds.  This should
		make the jeep a little more useful and shouldn't cause a far 
		greater amount of missile spam.

	Guided Missiles
		Fixed a few missiles that didn't display the correct name when they
		were loaded.  Lots of tweaking on the missile destruction so that
		points are assigned correctly both for destroyed targets and for 
		destroying a missile.

		The deployed station count has been fixed to decrease correctly on
		destruction.
	
	Railgun
		The railgun has been turned into a true "railgun" where it fires at
		almost the speed of light.  It can carry a max of 25 slugs with an
		ammo pack while the sniper rifle can carry 40.

	Arbitor Teleport Disc
		The arbitor's teleport disc had a bug: when spawning it should've 
		not allowed you to teleport if invincible yet it was occuring randomly
		during the game while not spawning too.  It has been fixed.

	Nuke
		The nuke explosion has had a few more tweaks so that the damage is more
		evenly spread (at a lower rate).

	Death messages
		Custom messages implemented for the godhammer and plasmacannon which 
		were missing them.  Also suicide messages boomstick have been added.

	Moveable Turret Base
		Now has slightly weaker shields and a bit of more hitpoints.

	Mortar and Rocket Ammo
		Amounts have been tweaked so the heavier armors carry a considerable
		larger amount than the lighter ones.

	Laser Sighter
		The laser sighter now only works with snipering weapons (railgun, sniper
		rifle, and laser rifle).

	Turret Code
		Further tweaks done to the turret code so that vehicles are fired at
		correctly and always generate heat.
		
	Warped Client
		Added a gui for the destruction/kill/capture points messages so they no 		longer interfere with other ingame messages.  A small hud will pop up on
		the right of your screen for 4 seconds when you are awarded points.

		The WarpedStats.cs file was huge and was causing the long delay on first
		install as it contained the gui which would show progress.  It has been
		broken down appropriately.  Also the files were getting executed when
		they'd all been downloaded, meaning you'd never see your install progress
		the first time you downloaded the hud.  This has been fixed.
August 31
->  Warped 2.96
	Gyro Pack
		Model tweaks, attempted to get a working "station" blur 
		looking effect which failed to work, there must be something
		about the animation which it doesn't like as the nodes seem
		correct.  It'll do fine as is and won't provoke any unnecessary
		lag.

	Hover Jeep
		Model tweaks.  Also attempted to add damage decals, these don't
		work with the UVW mapping I've used to texture the vehicle.
		I'd need to redo the entire thing with unwrap UVW which would
		push back the release date even further.

	3D Screenshots
		They've been tweaked, they spam a little less and output less 
		uneeded jargon to the file.  Also player positions and names
		will be saved saved too so when the screenshot is loaded you 
		can see where they were (be it in the sky, defending flag, or
		wherever).
		Further additions will include the weapon they were holding and
		whether they had the flag or not.
		
		Added client commands to take screenshots:
			WarpedScreenshot( SCREENSHOTNAME );
			WarpedLoadScreenshot( SCREENSHOTNAME );
			
			obviously only useable by admins...	

			All uses are logged to a text file with the client's
			name, guid, and the map where the load/save was done
			Filename is LogFile.txt and it will be created under
			your Warped/3DScreenshots directory (along with all 
			the dat files for the saved screenshots).

		Screenshots are by default OFF, turn them on by setting
		$Warped::ScreenShotsEnabled = true; in WarpedSettings.cs

	Beowulf
		Capacitor for turret ammo implemented as in base.

	isIndoor
		New class made, callable on all objects:  %object.isIndoor()
		Will return true if the object is situated indoors and false
		if otherwise.
		A non class side version has been created as follows: 
		isIndoor(%position)
		Notice this wants positions: "x y z"

		These functions are used by the gyropack and by the mtb.
		Both of these cannot be deployed/activated indoors.

	Turrets
		Turrets now locate all vehicles correctly, heat check is
		skipped on vehicles as they're all "hot" anyhow.

	Hacking
		Hacks will now reset control objects on the player controlling
		the hacked object.  So you don't stay in control of an enemy 
		turret when the hack times out or when an enemy player unhacks
		the turret.

	Rocket Launcher
		Tweaks on smoke trail, color change.  Made much less laggy 
		overall.  Very noticeable when zoomed in.
		The explosion now has a small shockwave too.
August 30	
->  Warped 2.95
        Gyro Pack
		Pack for the scout which creates a helicopter looking set of
		rotor blades out of the pack which allows the scout to float 
		around the map at high speeds.
	MTB
		MTB's weakened significantly, now they should be real easy 
		kills once the shields are down.
	Nuke
		Nuclear explosion damage is now calculated independantly in
		order to deal damage "correctly" through distance.  Closer 
		objects will get significantly higher damage.  Objects
		within the "PointBlank" radius will take damage regardless of
		walls or terrain blocking the way.
	Admin
		A few admin tools have been added to weapon opts.  There is a
		set of tools for destroying/disabling/reviving all friendly or
		enemy items.  Usefull for practices.  Can only be done by admins.
		Destroying items will make deployable turrets disappear while
		simply disabling them will not delete them.

		New 3d screenshot tool implemented, still needs some tweaking to
		cut down some wasted space.  What it does is go through the map
		and save all the items that have been deployed into a file which
		can later be loaded with all the items in the same places.
		
		Works like so, screenshot(name); and loadscreenshot(name);
		Only works serverside.

		Eventually this feature will be fully disabled in tournament mode.

August 28
->  Warped 2.94
	Hover Jeep
		I've been working on the new models these past few days and
		I've been able to add some new things to warped.  
		
		The hover jeep is a jeep which levitates off the ground and 
		has a turret mounted in the back.  It can carry two 
		passengers.  One pilot and one gunner.  The vehicle can be
		either fitted with a bertha cannon or a warped missile
		(reloadable) in the back.
		
		It's quite fast (speed is somewhere between the beowulf and 
		the grav cycle) and it's easy to drive.

	Moveable Turret Bases (MTBs)
		3 Per Team
		You deploy this little hover device and you then deploy
		turrets on it (it can only hold one at a time).  When
		controlled from the commander screen, you can move them
		around.  Great for sneaking turrets in enemy bases and for
		giving attackers moving turret targets (they will only move
		when controlled by a player).  They are relatively fast 
		moving for their size (no faster than a beowulf) yet they
		are quite weak.
	
	Missiles
		The missile models have been tweaked to look a little nicer.
		The jet effect is a little stronger and the "eye" is placed
		higher on the missile making it easier to see what's going on
		when driving it around.

		The missiles will stall if they go too slow, you'll be jerked
		downwards and you'll have 3 seconds to bring the speed back up
		failure to do so results in missile destruction.

	Inventory Hud
		The Engineer Deployable and Pack lists have been fixed up so 
		when one is selected the other will be set to empty.  The 
		deployable list no longer takes precedence over the pack list.
		Seems bug free, went through some thorough testing.
August 23
 -> Warped 2.93
	Nukes
		The nuclear explosion effect has been redone.  Damage is
		still calculated in the same way (contemplating splitting
		it up as the explosion builds).
		
		The nuclear explosion builds bottom up and is now all red-
		orange-yellow in color leaving behind a black smoke.
		
		It's quite a bit more impressive than before.

	Stims
		Scout stimming has been finally fixed.  It may need a bit 
		more tweaking but it's nearly there.  OD chances increase
		as the stim wears off yet the rate and so does the rate 
		of 'hits' (everytime you get boosted energy/health).
		
		It's impossible to OD with your first stim, it's possible,
		but not likely, that you will OD with your second stim, and
		it becomes quite a big risk to stim more than three times.

		Consider yourself dead if you reach the 90% OD mark.

		A big exploit has been fixed where the scout could enter 
		inven stimmed, change armor, and return to scout armor when
		the next stim 'hit' kicked in.  No longer occurs.  If you
		enter the inven stimmed, stim effects will wear off.

		Same thing with Emergency Force Shields.

		Stimmed scouts can now throw grenades and mines.

		Stimmed scouts no longer have infinte energy when
		stim effects wear off.

		Repair pack decreases OD chances by 20%.

	Force Fields
		Shock floors have been fixed for "correct" deploying, they
		have been made stronger, and they are 50% bigger.  

		Large FF's are stronger.
	
	Turrets
		Heat check bug fixed.
		turret.isAiControlled() console spam has been fixed.

	EMP
		EMP effects have been tweaked on the engineer and a bug where
		the engineer would get a full energy drain if not carrying a
		pack has been fixed.

	Protected
		Laser turrets get correctly protected by Blast Walls, FF's, and
		Blast Floors.
August 21
 -> Warped 2.92
	Tweaks
		Various tweaks have been performed on lots of items.
		The forcefields now have correct damage amounts (smaller
		force fields are weaker).  The shock floor will deploy
		a few units above the ground to detect collisions 
		correctly while if it's deployed against a wall, it 
		will deploy without height alteration.
		
		Dart Rifle is slightly weaker, seeking rockets are 
		slightly faster.
	
		Assassin Mine (fake repair pack) now assigns kills
		correctly.

		Laser Sighter not disappearing when a weapon was thrown
		or upon entering an inven station has been fixed.

		Ion (turret and cannon) blast radius has been turned 
		down 25%.
		
		Rank in warped stats hud now works.

	Fake Death
		Goliath beacon now causes the goliath to fake death.
		When death is feigned, turrets will not attack the
		goliath.  By moving, the goliath will give away s/he
		is not really dead and turrets will fire.

	Cloak/Jam
		Friendly players in the same jammed field as a
		player with a sensor jammer pack will get jammed
		too and will get a message.  When sensor jammed,
		no turrets detect you unless there are cameras 
		about the place or enemy players who can visibly
		(in LOS) see you.
	
		When cloaked, only motion sensors will allow turrets
		to detect you.
	
		Undercover chams are totally undetectable by turrets.
		
August 18
 -> Warped 2.91
	Protectable
		New boolean value set on objects which are
		protecable by the blastfloors, forcefields, 
		and blastwalls.  Now all types of forcefields,
		blastwalls, and blastfloors have protection
		system enabled.  Furthermore, the player will 
		get a message indicating which objects are 
		being protected.
		
		There is one common Warped::SpecialProtects func
		which gets called everytime a protectable item
		gets damaged, it checks if the item is protected
	 	and if it is not fading (when a forcefield fades
		out, it cannot defend the objects within it).
	
August 17
 -> Warped 2.91
	BlastFloors
		Now check the space where they are deployed
		Objects within it get protected from all blast
		radius damage types.
		
		The algorithm took a bit to come up with.  It's
		quite difficult to detect if the object is inside
		a certain area, especially as objects are rotated
		all over the place.  Seems to be quite tight right
		now, no bugs seen yet.		

		Railgun, Sniper, Sniper Piercing, Chaingun,
		and Vulcan currently are the only weapons which 
		will still deal damage to the object if it is 
		slightly visible.
		
		Future Work:
				Implement on ForceFields
				Implement on BlastWalls

	Turrets
		Turrets now will shoot through ForceFields, BlastWalls,
		Blastfloors...  They're "target search" jumps all these
		objects.  This means that a turret incorrectly boxed in
		or hidden inside an emplacement, will try to shoot out
		and damage the object.  You'll notice it was the same in T1.
		
		Cloaking/Jammed and such players will not be detected by
		turrets unless sensors are nearby.  This includes: cameras
		and motion sensors.  Motion sensors will detect motion
		within a certain radius from their current position and they
		will not be blocked by Blastwalls, blastfloors, forcefields...
		Yet Bases and Terrain will block them (otherwise you can easily
		hide a motion sensor inside your base).  Cameras on the other
		hand MUST have clear vision directly to the object.  This means
		they will not detect objects if they are boxed in.  

		Cameras have a slightly smaller range than motion sensors yet
		the object can even be standing still and the camera will reveal
		it, while the motion sensor needs the object to be in motion. 

		The only "setup" which will totally 100% allow turret stealth is
		the undercover feature on the chameleon armor.  When undercover,
		the cham passes as an enemy player, no sensors can detect this.
July 29
 -> Warped 2.9
	Debugger
		Debugger located in weapon opts under warped settings.  Cirrus,
		Andy, and Rasta currently get notified of the bug.  The bug is
		sent through TMail hence the sender's name will pop up on the
		received email.  This should "inspire" players to not use this 
		as a spam tool.
