Version 0.9:
------------
- Bullets holes and blood splash on walls.
	Use the "MaxImpacts" line in hereticrc.cfg to set the max number of impacts on a single wall.
	!! WARNING !! Because of the impacts, the previous savegames don't work with GLHeretic V0.9.
- MD2 replacement scripted. Please read the MD2.TXT file to know how it works.
	With this, you should be able to replace any Heretic object by any MD2 file !
- Weapon correctly displayed at the 512x384 resolution.
- Compatibility with 3Dfx miniGL:
	* Everything works fine with voodoo1 card, except the MD2 monsters which have texture problems when they are far from the camera (not idea where it comes from).
- Compatiblity with 3Dfx Quake3 OpenGL drivers:
	* Everything works fine with voodoo1 card.
	* You need to add -fullscreen switch (even on voodoo1 & voodoo2 cards).
- Problems with invisible menus, weapons, monsters... should be fixed (alpha-test problems with some cards like PCI Riva128).

Version 0.7:
------------
- Dynamic (colored) lighting available:
In hereticrc.cfg:
	* dynamiclighting 0: No dynamic lighting.
	* dynamiclighting 1: Vertices lighting.
	* dynamiclighting 2: Lightmap lighting.
	* monsterlighting 1: monsters missiles generate light.
	* playerlighting 1: player weapons generate light.
- 3D monsters support (MD2 format). But I have no MD2 file for Heretic :-(
- Better sprites filtering.
- Scrolling texture bug fixed.
- Some texture mapping & wall rendering bugs fixed (transparent textures / misaligned textures).
- sprcompr / sprfilter / filterdist switches removed.

Version 0.5:
------------
- Coronas on "light sources":
	Use "usecoronas 1" in hereticrc.cfg.
- OpenGL optimisations: back-face culling, useless glClear removed...
- Always run key added:
	Use "key_alwaysrun <key>" in doomrc.cfg.
- Level name displayed in map mode.
- Weapon display bugs fixed (Z-buffer problem,weapon too low on hires).
- Bug in sky rendering fixed.
- Texture animations bug fixed.
- Texture mapping on some walls bug fixed.
- "Dancing" sprites bug fixed.
- Repeating switches bug fixed.
- Crash at startup of E3M4 fixed.
- Scrolling texture bug fixed.

Version 0.4:
------------
- Mouse look: Invert mouse Y axis:
	In doomrc.cfg, use: "invert_mouse 1"
- Bug in floor raisng/lowering fixed (found in DoomGL)
- Optimisations: the few fps lose in look up/down should be recovered !
- Screen width/height now correct in fullscreen mode.
- "PAUSE" displayed when game is in pause.
- Sound crash fixed (when using the phoenix rod with tome of power for example).

Version 0.3:
------------
- Mouse look:
	Use -mlook command line switch.
- Joystick support:
	Use -joysty <sensitivity> switch to set joystick sensitivity. (default is 10)
- Colormaps for invincibility & torch available.
- Episode 5 should now work properly (there was a problem with the sky).
- Crash in E3M8 fixed (MAXVISSPRITES overflow).
- Inventory cursor now visible.

Version 0.2:
------------
All the modifications from DoomGL have been ported to GLHeretic:
- Map from saved games updated.
- Finale screens available (to be tested...)
- Sprite orientation changed.
- Player invisibilty fixed.
- Anti-bug for non-closed sectors...
- Textures animations should always run.
- Bug in floor rendering fixed (E2M1 for example).
- Mouse support (not mouse look)
- Sprite filtering distance available:
	Command line: -filterdist <distance> (default is 0.00312)

Plus some new features:
- Gamma correction available (F11 like the original Heretic)
- Flashs available (red when you take damage & white for bonuses).
- Bug in sky rendering fixed.
- GIMME cheat code fixed.
- Support for higher resolutions (need to be tested):
	Use -width & -height switches.
Known problems:
* Sometimes, clipping problems when looking up/down.

In the next releases:
* Debugging a optimisations.
* Improved keyboard handling.
* Mouse look.
* Dynamic lighting.
* etc.

Version 0.1:
------------
First beta version.
Normally every feature of the original Heretic are present (except those I forgot).
But, most probably a lot of bug are still present !

Here are the news:
- All fix screens should be there.
- Status & Inventory are displayed.
- Look up/down now operational.
- Transparent sprites are transparent.
- Field of view is now more in accordance with the classic Heretic view.
- Screenshots are available (use -ravpic & F1 key like the classic Heretic).
  A RAW file (GLshot.raw, 640x480 RGB format) is generated.
  Please, DO NOT SEND me any screenshot unless I ask one from you.
- You can edit the name of your saved games, now.
- For 3Dfx users:
 Because of the size of the Status Bar and other sprites, and the texture size
 limitation of the 3Dfx (256x256), you should add the -3Dfx switch on the command line.
- A crashing bug has been fixed (it crashes when you activate some buttons in the game).
- Loading bug for compressed sprites fixed (some sprites were missing when you changed levels).

Version 0.09 (alpha):
---------------------
- Weapons are displayed.
- Menus are displayed.
- Map is displayed (superimposed to the game).
- Memory management has been improved. Changing levels without restarting the game 
  should be possible.
Now, here what are missing:
* Fix screens & intermissions screens are not displayed.
* Status bar is not displayed.
* Look up/down is not implemented.
* Transparent sprites are not transparent.
* Other things I have forgotten...

Version 0.08 (alpha):
---------------------
- Sprites can be filtered.
	switch -sprfilter

- Paletted textures supported for walls & floors/ceilings. [recommanded for 3dfx]
	switch -paltex
  If you don't use a 3dfx card, don't use this option. Even if your GL drivers
  have paletted texture extensions, there are chances than it switches to
  software mode !

- Sprite compression. [recommanded for all 3D card]
	switch -sprcompr
  Using sprite -sprcompr only doesn't affect sprite quality. You just save
  some memory.

- Sprite scaling. [for 3Dfx only]
	switch -sprmaxsurf <surface> & -sprscale <scale factor>
  * -sprmaxsurf fixes the maximum size a sprite could have before it will be scaled down.
  For example, by fixing -sprmaxsurf 4096, a sprite 64x65 will be scaled down.
  Default value is 65536 (not scaled)
  * -sprscale fixes the scaling factor. Each width and height of the sprite will be
  multiply by this factor.
  For example, if you choose -sprscale 0.5, the width and height will be divided by 2.
  (and the surface divded by 4).
  Default value is 0.5
  These functionalities are here to reduce the texture memory used by voodoo < 8Mb cards.
  Don't use this option with an AGP card. If you do it anyway, you will just save some 
  sytem memory...

- Rasters added.
	switch -raster & -dspraster
  * -raster shows how long it took to compute a frame.
  * -dspraster shows how long it took to draw a frame (only rendering procees).
  If the bottom line is blow the middle white column, it took less than 1/60 second.
  If it is between the second and the third, it took between 1/60 sec and 1/30 sec.
  etc.

Version 0.07 (alpha):
---------------------
- Sprites are now rendered (not (yet) filtered).
Here are the problems::
 * Sprites use huge amount of memory. A lot of optimisations are needed.
	+ Textures are 32bits (RGBA)
	+ Each sprite has his own OpenGL texture (2^n x 2^m size)
	  So if a sprite is 33x65, the texture allocated will be 64x128 !
   The consequences are:
	+ If you have less than 64Mb of system memory, it should be very choppy (disk swapping).
	+ If your 3D card isn't AGP and has less than 8Mb texture memory (like 3Dfx voodoo1),
	  some levels could run slow (voodoo memory swapping).
   All the problems behind should be resolve shortly (paletted texture, concatenation of sprites in large GL textures, etc.)
 * Do not change level: the memory allocated for a level is never freed, so after some levels, it will crash...

Version 0.06 (alpha):
---------------------
- Bugs corrections (memory allocations problems, light levels on walls).
- Lots of optimisations (rendering process have been rewritten).
- Textures animations fully implemented.
- Fullscreen mode (use -fullscreen switch).

Version 0.03 (alpha):
---------------------
- First released version.
 Everything is there, but everything is not displayed:
 * Sprites are not displayed.
 * Menus are not displayed.
 * Map is not displayed.
 * Textures animations are not implemented.
 For lack of menu, you should use -devmap option to choose your map.
 Because the monsters are not rendered (but there are present), you should use the -nomonsters switch.
