Doomsday Engine Version History
===============================
Legend: + added, - fixed, * improved/changed

Version 0.99.6
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* game DLL API changed: old DLLs are incompatible
* DLaunch: disabled parent -> children skipped (example: JHeretic's -warp 
  option)
+ DLaunch: modifying an option's value checks the option
+ per mobj dl scaling: 1, .75, .5 or .25 to dl radius (won't affect flares)
+ spralign 3: align sprites to view plane, but not fully
- console border
+ cvar consoleDump: all console text is dumped to Doomsday.out
* numpad keys have their own key codes (apart from /,*,-,+ and enter)
+ scroll lock and num lock can be used in bindings (scrlock and numlock)
- cvar i_mouseInvY: for some reason this wasn't a cvar earlier
+ mouse wheel support (cvar i_mWheelSensi controls sensitivity)
* CalcSectorReverbs() and texture type handling moved into the engine


Version 0.99.5
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+ console commands can set a return value (DD_CCMD_RETURN)
* rendquad_t is 4 bytes smaller and doesn't use a nameless union/struct
- jtNet displayed serial link config dialog (sheesh...)
- netgame events that arrive during rendering are now handled correctly (could
  cause a crash when starting a netgame)
+ option -nowsk: disable Alt-Tab, Alt-Esc and Ctrl-Alt-Del
+ cvar r_dlMaxRad: maximum radius of a dynamic light
+ cvar r_dlRadFactor: a multiplier for dynamic light radii
- clipping bug that sometimes caused subsectors to disappear when the camera 
  was exactly atop one of their edges
* view borders drawn using the actual width of the patches (Hexen and Heretic
  have view borders that are 4 pixels thick, Doom uses 3 pixels)


Version 0.99.4
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- "bind (event)" clears all +(event), -(event) and *(event)
- 2-sided middle textures are rendered correctly
- flares from sprites aligned to the viewplane won't flicker at certain angles
+ D3D: gamma correction using DirectDraw's gamma control (fast!)
+ option -nogamma: disable DirectDraw gamma, modify texture colors manually
+ cvar r_flareminsize: the minimum size for flares that can have secondary 
  flares (200 is pretty good)
+ light source vertical offsets
* ccmd listbindings can take a search parameter: "listbindings a" will list all
  bindings to events that begin with A
* faster dynamic lights (better algorithm + clipping)
+ cvar dlclip: dynlights are clipped (subsector polygons *not* used when 
  rendering floors/ceilings)
* spralign 2: attempts to hide sprite flatness (like spralign 0, but stops 
  slanting sprites if angle > r_maxSpriteAngle)
+ cvar r_maxSpriteAngle
