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Changelog
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Version a3
Date: 2009-11-09
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* Increased grip on Anansi tires, less rolling away for landing or airdrop (as amusing as chasing it was).
* Increased cyclic pitch and yaw rate for bumblebee.
* Pickup physics entities are put to rest after not moving for a period of time, a crude but effective way of catching the few cases where the normal physics come to rest code doesn't seem to be succeeding.
* Fix player spawn angles being towards 0 0 0 instead of conflict point.
* HE Charges can now be detonated by being shot.
* Team Quickchats and chat messages converted to fireteam messages.
* Players are now immediately put on an empty fireteam.
* Improved fallback spawns for all maps - for when player drop manager can't find a nice spot.
* Fireteam buddy/class indicator forced on (used to depends on a slew of cvars). 

=Progression Manager=
* brace_debugProgressionManager cvar added to toggle debug visualizations of current stages settings.
* Settings now pulled from decls rather than hard coded. (game_stages etc in game_progression.def)
* Schedule for 23 minute game added.
* brace_progressionDef cvar added to set which decl that lists stages.
* Match time (si_timelimit) calculated from total stages time.
* Conflict point now chosen at game on from origin of a random conflict_point entity, or defaults to 0 0 0.
* Additional conflict points added to all maps except for Volcano.
* Fix possibility of players being assigned a fireteam while disconnecting. 

=MCP=
* MCP drops to center of conflict point at game start and auto deploys.
* 13 Seconds till match end MCP fires scud, targeting itself.
* Scud has an increased damage radius.
* The player in the MCP gunner position when the scud strikes gets the XP for the scud kills. 

=Bot Manager=
* Adds or kicks bot to make even fireteams. 
=Bots=
* Fix to bot data for vehicles that don't use fuel or ammo.
* Fix infinite scope up loop for rocketlauncher vs vehicle.
* Fix bots not pickup up weapons in some cases.
* Fix not firing often on foot targeting some vehicles.
* Fix not exiting bugforsupplies goal when buddy can no longer supply.
* Fix bots in vehicles fixating (heh) on attack aircraft (if not an attack aircraft themselves).
* Grab vehicles at longer ranges and in more cases.
* Now share primary weapons when they have full, and a buddy has none.
* Medics now heal to full health. 

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Version a2a
Date: 2009-10-23
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* Fix to Invite menu not enabling to allow invite of any player.
* Fix to end game fireteam win message ( broke it last version :x )

================
Version a2
Date: 2009-10-21
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*Fix to crash near joining of map.
*Fix to enemy/on-team bug that manifested itself in numerous ways.
*HE charges no longer fizzle when left unarmed.
*HE charges will detonate if hit by explosive.
*Added basic objective text to limbo menu (team up, find stuff, fight other teams, highest xp wins).
*Break Open message on crates.
*Random atmosphere variety for different maps changed.
*Drag increased and chute delay decreased for airdrops, should lessen some of the hard landings.
*Vestigial capturable spawn points removed.
*Updated server settings.

==Progression Manager==
Vehicles and weapon crates deployed earlier in the game.

=FireTeams=
*Invite menu now shows all players.
*Fire team color index changed.
*Fireteam names now forced to 1st char fireteam color.

=Vehicles=
*Fireteam cleared when empty - which means they are up for grabs again.
*Angle for IsFlipped made more generous, in general vehicles are recoverable on their side due to the auto reflip when driven. This means bots will now attempt to use vehicles on their sides.
*Decay on flipped reenabled, again, with the above change this means vehicle on their sides will still stay, while vehicles unrecoverable will decay.
*Anansi health increased from 1200 to 2000

=AirDrop Manager=
*Won't drop to point where the ground normal is on too much of an angle. While this should get rid of a some silly placement, the simplicity of the check and the fact that airdrops drift means there's still a lot of bad drops :p
*Will now drop to shallow water (won't drop in deep).

=Player Spawn Manager=
*No longer drops bots to points outside AAS.
*Will now drop to shallow water (won't drop in deep).

=Bots=
Various aas obstacles from where strogg force fields were removed. 


================
Version a1
Date: 2009-10-15
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* Brace started, based off Dusk a8.
* Proficiency given for picking up new items. TODO: Some items aren't.
* Proficiency given for using items. TODO: Some items aren't.
* Items no longer spawn in warmup.
* Context Menu - medpacks/ammo dropped chat removed for medic/fieldops.
* Headshot damage scale reduced.
* Players take less damage from behind (scale 0.7)
* Improved dropping of items upon death.
* Vehicle debris lifetime increased from 5 seconds to 1 minute. 

=Fire Teams=
* Various FireTeamsAreEnemies code - allegiance, damage,kills etc.
* Fire Team Enforcement: Players are forced by GameRules to complete fire teams after 15 seconds.
* FireTeams limited to two players.
* FireTeam name prepended to chat text.
* Fireteam names prepended to obituaries. 

=Supply Crates=
* No longer auto give players supplies, must be broken open to gain the supplies (weapons or resource packs).
* Currently only dropped by the air drop manager. 

=Health Regeneration=
System created with various settings:

* Max health limit.
* Health per pulse.
* Delay between pulses.
* Delay after taking damage. 

Current settings: Damage delay 5, limit 25hp solo, 50hp when braced, 5hp per pulse, pulse 1 second.

=Armor=
* Using the brace system of proximity to buddy, enables armor of 0.2. 

=Crosshair Info=
* Now is: UserName - FireTeamName 

=Player Arrow=
* Set to Fire Teams color. 

=Strogg team disabled=
* Via si_maxstrogg.
* Hiding team button in limbo. 

=Scoreboard=
* Sorted by fireteam.
* FireTeam lines with name and XP.
* XP for players hidden. 

=Local Leaderboard=
On hud, showing leader, and teams above and below you score wise ('Chasing','Fending' respectively) and own teams score.
=End Game

* fireTeamName win! message. 

=Progression Manager=
A match (currently locked to 30 mins) runs through a number of stages which have some settings:

* Time till next stage - currently starts at about 7 mins and each stage is about 1 min less.
* 'conflict range' - Max dist for players to spawn from 'conflict point' - conflict point is currently static through whole match - for the player spawn manager.
* 'safe range' - Min distance from other players for players to spawn - for the player spawn manager.
* Respawn timer length.
* A list of airdrop for the drop manager. 

=Player Spawn Manager=
Spawns players to a random spot within the limits of the current stages settings.

=Air Drop Manager=
Spawns the current stages list of drops (crates/vehicles) to random spots withing the stages set limits.

=Current Progression Manager Stages/Settings=
A match starts with a 1 minute 'Prologue', spawns are very close to the conflict point, respawn times are 10 seconds with no safe range, a weapon crate, health crate and fuel cell crate are dropped as are two armadillos.

The game then shifts to early game, respawn timer increased to 30 seconds, player spawns are random through whole playspace, safe spawn range is generous (though currently ignores multiple players spawning in, only considering active players), a couple of crates are dropped.

Progression from then to then end of the match is a series of escalating stages, time to next stage is decreased by 1 minute, conflict range, safe range and respawn timer is decreased, crates and increasingly powerful vehicles are dropped.

Climax is two minutes till match end, mostly same settings as prologue, 10 second respawn, close to conflict point, heavy weapons crates, 2 titans and 2 anansis dropped.

=Code=
* Item Pickup/Drop system cleaned up and made easier to implement.
* Pickups - no longer clip against player clip, so less instances of items floating slightly above surfaces. The items clip models aren't super accurate though, but it's a lot lot closer :)
* Reversion/Encapsulation of dusk bot 'zombie' behaviors, boy I really hacked a lot of those in :o 

=Bots=
* Fixes for handling multiple weapons.
* Can pick up items/weapons and use packs on self or buddy.
* Vehicle decisions in respect to fuel ammo and buddies.
* Ignore time for human buddies that can't be followed decreased.
* Can grab critical stuff in combat.
* Find and break open crates.
* Fix for prematurely firring before aiming.
* No chasing enemy in to water.
* Fixed vehicle movement not falling back to normal aas when no vehicle routes present.
* Bots wait for buddies trying to catch up to them. 

=Misc=
* mxyzptlks megatexture download method added. 

=Known Issues/Bugs=
* Scoreboard: Over 16 players start falling off the list.
* Spawning: Sometimes random spawning will fail, falling back to a normal spawn spot. 

=Bots=
* Very early pickup handling code.
* Sometimes doesn't pick up weapons.
* Wanders randomly between roam points instead of more systematically searching for pickups.
* Often unaware of buddies enemies, a follower can often engage an enemy and if the leader doesn't see it they will keep running.
* Does not tend to vehicle ammo or fuel. 