# OpenRaider Developer Branch ChangeLog 

## OpenRaider (0.1.3) xythobuz <xythobuz@xythobuz.de>

    [ 20140626 ]
    * ColorMode enum now global
    * Entities setAngles now sets all three angles
    * Added loadPNG to TextureManager
    * Added loadImage to TextureManager, _detecting_ the file type
    * Re-Implemented the move command
    * Prevent crash (segfault) when resizing window while console is
      not fully scrolled to the bottom

    [ 20140624 ]
    * Some changes to allow compilation with Ubuntu 14.04 / gcc
    * Modified utils/png to allow compilation with different integer sizes
      Thanks to Christian for his help and his Linux machine :)
    * Removed TextureManagers fUseMipmaps flag, now always used
    * TextureManager now using vector for GL texture IDs
    * TextureManager now global object, no longer part of Render

    [ 20140623 ]
    * Use unsigned char instead of float for colors

    [ 20140622 ]
    * Wrote simple image reader/writer utilizing libpng
    * Created utils/pixels for pixel handling utilities
    * Renamed Texture to TextureManager
    * Added support for BGR(A) color types in TextureManager
    * Added pngCheck() and pcxCheck() methods
    * Added ColorMode and bpp info to pcx/png API
    * Modified tga to match png/pcx API
    * scaleBuffer() no longer stops at 256x256

    [ 20140621 ]
    * Created StaticMesh class replacing model_mesh_t stuff
    * Simplified StaticMesh’s data storage
    * Added support for fourth & fifth mouse keys

    [ 20140617 ]
    * Finally fixed SkeletalModel bugs introduced a month ago
      (animations and rotations are *mostly* correct now)
    * Reimplemented *animate* command

    [ 20140615 ]
    * Added FontManager, selecting Font library to use depending on
      the file extension of the font file specified in the config.
    * Fixed menu heading not visible when using FontSDL
    * Font::drawText now only implemented in Font
    * TRLE Fonts can now be properly colored

    [ 20140614 ]
    * Implemented TRLE Font loader

    [ 20140613 ]
    * Changed strange delete-guards
    * Moved some methods from World into the proper classes

    [ 20140605 ]
    * Split Font/Text-Rendering Subsystem from Windowing System
    * Slight improvements on Window Interface/Implementation differences
    * Window width/height finally private too
    * Created methods to convert strings of names to ActionEvents
      and KeyboardButtons.
    * Simplified bind commands
    * Simplified expandDirectoryNames()
    * Only show debug info if menu is not visible

    [ 20140601 ]
    * Started removing C-style I/O, now using Strings and Streams
    * set size now takes two ints instead of a string

    [ 20140520 ]
    * cmake script checks for presence of functions needed for
      recursive folder traversal

    [ 20140519 ]
    * No longer crashes simply by walking in the wrong place
    * Added walk Action, supposed to switch to slow walking/sidesteps
    * Removed unused Camera functionality (side and up vector)
    * Wrote simple PCX image reading library with proof-of-concept
      code to load the TR2 menu background as splash screen

    [ 20140517 ]
    * Wrote new assert() implementation for Unix that prints a call stack
    * Service provider methods (getCamera(), etc...) are now prototyped
      in the header of the service they provide, making main.h useless
    * Also some more work on the way to making OR compilable under Windows
    * Not using glu.h anywhere anymore
    * No longer segfaults on exit

    [ 20140516 ]
    * Finished moving the Entity/SkeletalModel logic into classes
    * Currently seems as if wrong SkeletalModels are used for entities?

    [ 20140515 ]
    * Slight cmake script improvements
    * Created Entity class that will also get animation state
      from SkeletalModel
    * Removed some unused old code parts

    [ 20140507 ]
    * Prepared for Windows support using Visual C++
      - Wrote utils/time implementation for Windows
      - Audio output optional, added Null Sound implementation
      - Added support for getting home folder location in Windows
      - Added support for recursively looking for level paks in Windows
    * Removed unused BoundingVolume, Box, Sphere from ViewVolume,
      split double used Box class into Box and BoundingBox.

    [ 20140505 ]
    * Moved setup of Room, Portal, Box, Sector, ... into their
      Constructors.
    * Fixed menu play button
    * Removed Render flags fSprite, fRoomModel, fPortals
    * Room BoundingBox now using Box object

    [ 20140504 ]
    * Forcing use of new Room and Sprite classes in World.
    * Rewrote Sprite loading code in Game
    * Rewrote Room loading code in Game
    * Rewrote Render handling of Sprites, Rooms, Static Models, ...
    * No longer using second list of RenderRooms
    * Sprites and Static Models draw themselves

    [ 20140503 ]
    * Started big World-Data refactoring.
      - Created Sprite class with drawing code from Render
      - Created Room, Portal, Box, Sector, StaticModel classes

    [ 20140501 ]
    * Fix compiling with gcc on Arch Linux
    - carstene1ns <dev@f4ke.de>

    [ 20140418 ]
    * Moved command code into own file

    [ 20140416 ]
    * Map list now stored in Menu

    [ 20140405 ]
    * "Ported" all commands from old source
    * Slimmed down Camera considerably
    * Removed Emitter & Particle

    [ 20140403 ]
    * Now using "service locator" pattern for global singleton objects:
      http://gameprogrammingpatterns.com/service-locator.html
    * Made abstract sound interface to provide different implementations
      in the future (eg. for Windows)
    * "Backported" more commands from old source

    [ 20140330 ]
    * Fixed some segfaults relating to missing upper-bound-checks
      while accessing std::vectors in World/Render
    * Added animation test command, FPS display

    [ 20140329 ]
    * Proper fix for texture offset bug
    * Added more asserts

    [ 20140327 ]
    * Started reimplementing game/render commands
    * Using only colors defined for renderer

    [ 20140326 ]
    * Fixed Sound segfault
    * Added basic camera and entity movement

    [ 20140324 ]
    * Hacked Texture Offset fix

    [ 20140323 ]
    * Try to load external sound effect files
    * Added Renderer
    * Moved gWorld, LARA into Game
    * Moved Camera sensitivity into OpenRaider
    * Re-Added LoadScreen render mode
    * Added level data processing code

    [ 20140322 ]
    * Added Game class, TombRaider level loader, Camera, Emitter,
      Mesh, Particle, ViewVolume, Texture
    * Added SkeletalModel, now using std::vector
    * Added World, now using std::vector and std::list

    [ 20140321 ]
    * Added help command
    * Added proper command history for console
    * Added mouse scrolling support
    * Can bind mouse actions

    [ 20140316 ]
    * Added mouse support, also for menu
    * Added Console
    * Fixed system timer for BSDs (like Mac OS X)

    [ 20140315 ]
    * Added Window interface and WindowSDL implementation
    * Prepared cmake to make SDL optional in the future
    * Added event handling and font support
    * Started implementing command system
    * Config file now has .ini extension
    * Added transparent menu overlay
    * Implemented key bindings

    [ 20140314 ]
    * Started more or less complete re-write...
    * Sound now uses std::vector, volume setting, clear()
    * Moved math, Matrix, Quaternion and Vector3d into new math lib
    * Added main.h/cpp with OpenRaider global
    * Rewrote time lib using ctime

## OpenRaider (0.1.2) xythobuz <xythobuz@xythobuz.de>

    [ 20140313 ]
    * Removed unit tests. No unit tests are better then some half-assed
      non working ones...

    [ 20140312 ]
    * Resizing the window works properly (except for fixed string positions)
    * Removed FullScreen config command and flag that had no effect
    * Set cursor visible when disabling mousegrab

    [ 20140311 ]
    * Removed empty Camera, Matrix, Particle, Quaternion,
      Vector3d and ViewVolume destructors
    * Removed unneeded Quaternion assignment operator
    * Added Vector3d copy constructor

    [ 20140307 ]
    * Removed duplicated GL initialization code
    * Removed duplicated TGA writing code from Texture
    * Moved system_timer into time utilities, changed its API
    * Fixed a bug that prevented input of console commands using
      the shift key for eg. uppercase letters or symbols
    * Removed (totally unfinished) networking support

    [ 20140306 ]
    * Created utility library
    * Rewrote bufferString()
    * Rewrote and fixed fullPath(), it worked more or less by accident

    [ 20140305 ]
    * Now using cmake build system
    * Pak file extensions are checked to see if they could be valid
    * Bugfix: String was used after being deleted in OpenRaider.cpp

    [ 20140304 ]
    * Removed memory test

    [ 20140303 ]
    * Removed Map.h & Tree.h, using std::map instead...

    [ 20140221 ]
    * Removed the `Map` command. Now the PakDir command causes
      a recursive search of the specified directory. Every file found
      is added to the map list if it validates.
    * The menu map list can now be stepped per folder with the
      right and left arrows.
    * Methods wrapping printf-style functions now get compiler warnings
    * Reenabled some warnings and fixed them

    [ 20140216 ]
    * Removed the FastCard option. Not necessary on todays hardware?!
    * Removed UNICODE_SUPPORT, not working this way with SDL2

    [ 20140215 ]
    * Enabled previously disabled polygon smoothing & color material
      when setting fastcard to true
    * Fixed bug in system timer millisecond conversion
    * Extended rc_get_bool to also accept 0 or 1 besides true and false

    [ 20140210 ]
    * Finished the Tomb Raider 1 Item/State definitions
    * Ported to SDL2 and SDL2-TTF using the Migration Guide:
      https://wiki.libsdl.org/MigrationGuide

    [ 20140209 ]
    * Renamed OpenGLMesh to Mesh
    * Removed unused flags, enums, ...

    [ 20140202 ]
    * Fixed more cppcheck warnings
    * Removed unnecessary defines (USING_xxx)

    [ 20140201 ]
    * Rewrote Memory Unit Test using greatest
    * Used C++ static analysis tool cppcheck and tried to fix
      its warnings

    [ 20140131 ]
    * All unit tests buildable again and no more warnings

    [ 20140129 ]
    * Removed unused libferit stuff
    * Changed code to generate much less warnings
    * Using relative epsilon for float comparison

    [ 20140124 ]
    * Fixed some TombRaider.cpp warnings

    [ 20140120 ]
    * Removed HAVE_SDL & HAVE_SDL_TTF flags. SDL & TTF always required!
    * Converted all tabs to spaces (4 spaces per tab)
    * Auto indented all cpp files

    [ 20140119 ]
    * Enabled linear texture filtering for fonts, resulting in nicer
      looking down scaling
    * Removed unused TGA font parts of GLString with slight API changes
    * Modified GLString Unit Test to work with new GLString
    * Removed unused glDrawGrid, glDrawAxis, glPrintf2d, glPrintf3d
      from SDLSystem
    * Silenced many more warnings

    [ 20140118 ]
    * Removed unused (and pretty empty) Entity class

    [ 20140117 ]
    * Reenabled room hopping on launch
    * Now using C++11 standard.
    * Turned on many more warnings and silenced some of them.
    * Removed empty Quaternion Unit Test

    [ 20140111 ]
    * Rewrote GLString Unit Test, now using TTF Font
    * Removed included TGA font and loading code
    * Rewrote Matrix Unit Test now using greatest
    * Documented MatMath, fixed bug in helRandomNum(),
      added better Unit Test
    * Only one way of conversion between Deg and Rad in MatMath
    * Use the same style of include guards in all headers
    * Added memory test to SkeletalModel. Adding to OpenGLMesh causes
      a segfault on launch

    [ 20140110 ]
    * Removed endian.(h/cpp) as it shouldn't be needed. See:
      http://commandcenter.blogspot.de/2012/04/byte-order-fallacy.html
    * Removed empty Light.cpp
    * All Unit Tests build without warning
    * Converted many FIXME comments to be in the doxygen documentation
    * Removed hel & mstl folders, moved into parent directory
    * mtk_tga Unit Test uses greatest
    * Moved remaining Unit Tests (Network & TombRaider)
    * memory_test Unit Test no longer produces warnings
    * Building a memory test build no longer produces warnings

    [ 20140109 ]
    * Added greatest Test Framework, rewrote Sound Test
    * Renamed all memeory references to memory
    * Moved headers into include/
    * Put Unit Tests into test/

    [ 20140107 ]
    * Removed hel/Mass. There was an object of this class in World,
      but it was never used!
    * Removed even more unused files (mstl/Vector.cpp,
      hel/BoundingVolume.cpp, hel/Entity.cpp, hel/ParticleMass.h,
      mstl/Stack.h)
    * Completely removed hel/Simulation, as it depends on missing
      files (hel/CollisionObject)
    * Improved Makefile portability

    [ 20140106 ]
    * Hel Simulation Test builds, but doesn't work!

    [ 20140105 ]
    * Fixed the TR2 & TR3 SFX file loading to read the original MAIN.SFX
    * Fixed strange Mouse Y-Axis Overflow bug
    * Cleanup of Makefile

    [ 20140104 ]
    * Hel Unit Test build & passes
    * Spring & Simulation Tests unbuildable, missing files?
    * GLString Unit Test builds, works not every time?
    * TombRaider Unit & Regression Test working

    [ 20140103 ]
    * Removed more (unused?) code, PSKModel & UTPackage
    * Removed unused MD3, mtk3d, MtkImage stuff!

    [ 20140102 ]
    * Improved the Mac build steps...
      Freealut now in /usr/local so we don't need to call
      install_name_tool on the built binary
    * Removed the old & unused GLUTSystem
    * Replaced the (unknown) included sample sound file
    * Removed some redundant build config defines

    [ 20140101 ]
    * Fixed Wavebuffer loading of Sound subsystem, as well as
      making the Sound Unit Test buildable on Mac.
      Added new argument to loadWav, length of buffer.
    * Changed (unknown) included Font to Droid Sans Mono
    * Fixed Render bug, now console is visible again
    * Implemented CMD + Q shortcut on Mac to quit
    * Added bool mFirstMouseEvent to SDLSystem used to ignore
      the first received mouse event, because its faulty, thanks
      to an SDL bug:
      http://gamedev.stackexchange.com/questions/33519/trap-mouse-in-sdl#comment56642_33554
    * Fixed incredibly slow mouse/camera movements
    * Fixed mouse grabbing in fullscreen mode. Also make mouse
      invisible and grab it in windowed mode

    [ 20131231 ]
    * Added bool mFullscreen to SDLSystem, tried to fix Fullscreen
      mode on Mac, still not working correctly, but better :)

    [ 20131227 ]
    * Moved included documents into GitHub Repo wiki
      (https://github.com/xythobuz/OpenRaider/wiki)
    * Reduced start up time by increasing animation speed

    [ 20131221 ]
    * Reimplemented deprecated gluLookAt()
    * Reimplemented deprecated gluPerspective()
    * Reimplemented deprecated gluBuild2DMipmaps()
    * Reimplemented alutLoadWAVFile(), seems not to be working
    * Moved mac distribution logic from makefile into scripts

    [ 20131219 ]
    * Bundle now contains dynamic libraries not included with Mac OS X
    * Bundle now runs setup if needed
    * Fixed memory test builds not running on OS X

    [ 20131218 ]
    * Enabled ALUT on Mac OS X
    * Silenced many warnings regarding non-writable string constants
    * Fixed issues with linked libraries on Mac OS X
    * Implemented support for bundling OpenRaider as Mac App
    * Removed Microsoft Visual Studio Project files
    * Removed Screenshot Script

    [ 20131217 ]
    * No longer segfaults on launch in Mac OS X

    [ 20131215 ]
    * Wrote new README file
    * Added stub for missing hel/CollisionObject

## OpenRaider (0.1.1) Mongoose <mongoose@users.sourceforge.net>

    [ 20030713 ]
    * UTPackage class forked from PSKModel class
    * System class gets download, dir backports
    * libferit usage in public CVS
    * mtk_tga gets filename parm save and drops color swaping
    
    [ 20030704 ]
    * Tested PSKModel with models from:
      http://udn.epicgames.com/pub/Content/UnrealDemoModels/
    * On the fly resolution change like in unit tests
    * GLString obsoleted, undefining HAVE_SDL_TTF
      will cause OR to use font.tga texture fallback
    * Merged GLString and SDL_TTF utils Texture usage
    * TTF renderer replaces texture font system
    * Font system using new ortho projection 
    * Requirements file now in cvs
    * Fixed all known level loading issues from new codebase
    * Loadlevel command using mapname string
    * Maps are validated on rc load
    * Experimental TTF support in OpenRaider, Look in RC file 
    * Removed Console, MtkImage classes from private tree
    
    [ 20030701 ]
    * Removing OpenRaider Map use for level/music string storage
      ( This means if you set a map to a certain number in rc, then
        you can no longer call it by 'load #' )
    * Fixed PSKModel unit test build
    * Fixed Hel Simulation, Spring unit test builds
    
    [ 20030630 ]
    * EXPERIMENTAL on the fly colored -> textured polygon code
      ( It's not even funny how bad the colors match currently )
    * API changes in Texture class to make it easier to upgrade 
    * Screeshots stored in ~/.OpenRaider/sshots/
    * Fixed broke new multitexture support in Texture class
    * Texture class gets color texture generator
    * Texture class gets SDL_TTF support from SDLSystem
    * Update to OR Texture class ( backports from UnRaider )
    * Fixed matrix multiplcation issues with fixed code generator
    * Reworking broken Matrix changes into rollback fix
    * Fixes for Matrix based math breakage ( just rolled it rollback )
    
    [ 20030618 ]
    * Redone a lot of hel and it's use, broke a lot of things
    * UTF-8 and TTF font texture generation support
    * Camera broken, Matrix broken, Quaternion broken?
    * About finished mtk3d and hel converging
    * Phyiscs system base work done
    
    [ 20030604 ]
    * Console/command rollover not finished, but working
    * BUG portals/walk block too often with current collision
    * BUG room sprites have wrong texture ID?
    * Unicode key support?
    * Some more user definable keys using 'bind' command
    * System gets old resource system, new resource system
      based on it with dynamic modes and command parsing
    
    [ 20030602 ]
    * Mouse grab command
    * New key input design, currently using ASCII to
      be compatible with old code
    * SDL mouse grab toggle back in SDLSystem
    * SDL_TTF support starts in SDLSystem
    * Made printf string buffering part of System
    * Simulation fixes, GL unit test
    * Removed main.* from CVS
    * Removed Raider.*, gl_util.* from local tree   
    * Added Mass, ParticleMass, Simulation to CVS
    * More stat commands for debugging
    * Fix for console command marker strip
    * Updates to Hel, mass simulator, more vector operators 
    
    [ 20030528 ]
    * RC file now allows imports of another RC file
      ( If you want to be a jackass you *can make it loop )
    * RC file now interprets spaces ( User request ) 
    * RC file allows trailing comments now
    * Room hopping disabled by default now 
      ( command hop to enable )
    * Swimming movement added to stop-gap movement system
    
    [ 20030526 ]
    * Removed some test code from TombRaider
    * Fix for TR4 loading using TRC loader
    * Fix for solid mode rendering debug ( solid, r_light 1 )
    * Fix for wall crash segfault ( Vector.h [] out of bounds )
    * Finished up element API, some TRC support for faces 
    * Stopping work on array renderer until the element
      system is back up ( possible backport for 0.1.0? )
    * Cleaning up OpenGLMesh prototype API
    
    [ 20030524 ]
    * New OpenGLMesh array renderer
    * Fix for Vector collection empty handling
    * Fix for the 20030519 segfault/lock on exit bug
    * More API unification coding, and OpenRaider usage
      for room loading
    * Watch for a lot of new bugs, this is a lot of
      coding changing around
    
    [ 20030522 ]
    * More unification, including TRC room translation
      support starts ( convert from TRC to OR )
    * Handle TRC loading in OpenRaider CVS builds
    * TR5 loading tweaking to work for demo paks as well
    * Room sprite processing factored out
    
    [ 20030521 ]
    * TR5/TRC Sound ripping/in game loading finished
    * More TombRaider format unification
    * Testing of 0.1.0 and 0.1.1 builds on a GeForce4ti
    * TR5/TRC loader finished - loads only nondemo map I have
    
    [ 20030519 ]
    * More work on TR5/TRC support now using doc std
    * Refactored skeletal class structure
    * BUG seems to be leak fix related world clear lock
    * Fix: Skeletal animation memory leak
    * New rendering routine for new temp mesh type
      ( Buggy and expensive, but it's a stop gap )
      ( Colored polygons aren't really rendered as such )
    * Fix: OpenRaider new mesh API stop-gap handling
    * Fix: TombRaider new mesh loader API
    
    [ 20030517 ]      
    * BUG found in new mesh loader API
      ( Quad tess is broken in TombRaider for meshes )
      ( Vertex array translation from TombRaider broken )
    * Event system partially in place, needs glue as well
    * Console commands from RC hack/fix
    
    [ 20030516 ]
    * Mesh rendering temp disabled until mesh renderer
      is fully redone
    * Finally getting a lot of the more complex mesh
      building routines pushed behind clean API from
      the OpenRaider to the TombRaider class 
      ( Could cause a lot of new bugs? )
    * Event system test structures introduced to World
    * Some major work on model_mesh rendering, also
      abstracting interface for their construction
    * Some minor work on OpenGLMesh renderer, with code
      in place to increase performance
    
    [ 20030513 ]
    * TombRaider engine abstraction for room
      vertex and color loading and parsing
    
    [ 20030512 ]
    * New external SFX use for TR2/TR3 paks -- now
      all versions load sound files into the game engine
      See README for help using external paks.
    * New external SFX pak loading support for TR2 and TR3 
    * Documentation updates and user usability package tests
      ( thanks Josh )
    * Apt source in place ( see README )
    * Automated debian packaging in Makefile ( make debian )
    * Animation half ass restored in non lara models agian
    * BUG found in SkeletalModel::setFrame - quick disable to
      remove crash bug CLOSES 20030101 tmp filing
    
    [ 20030510 ]
    * Old TR4 sound support moved behind new interface
    * Sound support for TR1 using new interface - have to wait 
      for external sound pak support for TR2 and TR3
    * New sound sample management/interface in TombRaider class
    
    [ 20030509 ]
    * Manually patched with JML's UNICODE support
      add -DUNICODE_SUPPORT to BASE_DEFS flags in Makefile
    
    [ 20030101 ]
    * Seriously broken animation!  =)
    * I wonder how much this breaks - hacks shoved in to
      keep it runnable until the new event system is started
    * Skeletal model refactoring
    * Seperating entity and animation states and it's ugly
    * Finer animation control starts    
    
## OpenRaider (0.1.0) Mongoose <mongoose@users.sourceforge.net>
    
    [ 20021228 ]
    * Md3 refactoring
    * Many Md3 fixes and features out of unit test work
    * Huge Md3 unit, testing ground for future TR unit test
    
    [ 20021227 ]
    * Md3 easter egg in cvs
    * State system work and testing
    
    [ 20021224 ]
    * Wireframe color code doc in README
    * Minor compile fixes for gcc 3.x
    * Default portal display in wireframe mode now
    * New hop command to disable room hopping movement
    * New r_animate command to enable entity animation test
    * Fixed showfps fault on load screen
    * Review of System timer
    * Replaced FPS estimation with pure frame rate counter
    * SDLSystem uses SDL timer now
    * Removed some dupilcate console commands out documented
    * Depth sorted particles
    * Lots of minor depth sorting and vising work
    
    
## OpenRaider (0.1.0pre11) Mongoose <mongoose@users.sourceforge.net>

    * Entity vis no longer considers rooms agian
    * New Vector replaces List as renderable container
      for a great deal of memory savings
    * Room mesh/sprites rendering in nontexture modes agian
    * Documentation updates
    * Fix entity out of room fix
    * New OGL mesh can render with multitexture
    * New all bumpmaps are now loaded into texture memory
    * New [Network.Server] RC support
    * Run console commands from RC file
    * Neat new multitexture logo effect
    * Hel only build from now on
    * "Shooting" test in cvs
    * Fixes for depth rendering
    * New wireframe mode color codes for renderable type
    * Entity sprites back
    * Time to move to beta versioning
    
## OpenRaider (0.1.0pre10) Mongoose <mongoose@users.sourceforge.net>

    * New sshot upload script for my conv ;)
    * New entity rendering vising starts, primative depth sort
    * Static ( room models ) using sphere bounding volumes now
    * New enumeration coding style project wide starts
    * New room depth sorting code starts
    * Fix for version stamp in corner
    * New update room render list per frame command
    * Misc minor sound/animation updates
    * Hel vising fix in ViewVolume, hel enabled by default
    * Look for bugs caused by huge refactoring of codebase
    * Hel objects in all builds
    * World class temp keeps Light and OpenGLMesh deps for now
    * Refactoring: OpenRaider, Render, TombRaider classes
    * World class emerges in cvs ( Big refactoring job )
    * Texture use moved into Render class
    * Emitter use moved into Render class
    * Seperation of physical and rendered world starts
    * Hel clean up, unit testing fixes

    
## OpenRaider (0.1.0pre9-20021215) Mongoose <mongoose@users.sourceforge.net>

    * New Camera API, clean up starting
    * Quaternion ( class ) in cvs
    * Toggle for hel use
    * Fix port reporting is expected host order agian
    * libHel starts creeping into cvs build starting with some vising
    * Netcode fix

    
## OpenRaider (0.1.0pre7-20021109) Mongoose <mongoose@users.sourceforge.net>

    * Inactive text no longer rendered
    * More libhel work

    
## OpenRaider (0.1.0pre7-20021109) Mongoose <mongoose@users.sourceforge.net>

    * Little manual route chaining test for the fun of it
    * Trace tests
    * Merged (all?) GCC 3.2.x minor patches from my knoppix tests
    
    
## OpenRaider (0.1.0pre6-20020913) Mongoose <mongoose@users.sourceforge.net>

    * Fix for console use before level load crash
    * TR4 hack to play footsteps when running
    * TR4 pak sounds loaded and playable - just not sourced yet
    * New play command
    * Improved sound support
    
    
## OpenRaider (0.1.0pre6-20020907) Mongoose <mongoose@users.sourceforge.net>

    * TR4 pak sound reading and dumping 
      ( I couldn't find any paks using compression - however
        my algorithm can handle those that may )
    * Sound read from TR1 paks agian ( TombRaider.test can dump them )
    * TR4 ponytail type guessing algorithm works with TR4 paks
      ( May not apply to all custom lara models )
    * TR4 pigtails rendering algorithm now too
    * In TR4 ponytail works great with default settings
    * Up key now gets last command entered
    * r_ponytail console command
    * All builds use same texture binds as former EXPERMENTAL builds
    * Fixed crash related to invalid rooms?  Just allowing NULL rooms
      in list and handling
    * TR4 GL light support ( pretty )

    
## OpenRaider (0.1.0pre6-20020906) Mongoose <mongoose@users.sourceforge.net>

    * One room render command and changes for other old commands
    * Fix for crash using new room ->adJRoom vector
    * Fixed room vertex lighting
    * Documentation updates
    * New scripts for installing
    * New client/server kills
    * Thanks dan for tesing multiplayer - lots of bugs found
    * Started moving room struct into more of a class type of
      collections and what not

    
## OpenRaider (0.1.0pre6-20020905) Mongoose <mongoose@users.sourceforge.net>

    * Hack to handle camera out of world - moves to like a FPS
      viewpoint -- needs quats and 'dragging' to make it smoother
    * Entities drawn in different order to handle large alpha 
      polygon in rooms ( Hack until sorting algorithm is in place )
    * Little hack to force exit of threads w/o calling back
    * Lowered network traffic rate and disabled debugging to stdout

    
## OpenRaider (0.1.0pre5-20020904) Mongoose <mongoose@users.sourceforge.net>

    * Code to handle bad texture ids, like in Nasa.tr2
    * Network multiplayer test Client/Server can now connect
      and pass data and generate clients on each end of game
    
    
## OpenRaider (0.1.0pre5-20020903) Mongoose <mongoose@users.sourceforge.net>

    * Network code starts
    
    
## OpenRaider (0.1.0pre5-20020902) Mongoose <mongoose@users.sourceforge.net>

    * Speed boost for entity room clipping
    * Fixed color lighting - still some polygons can go all white
    * Console commands for clipping and new fly mode
    * Getting ready to seperate world clipping and storage from Render
    * Cheap wall clipping hack ( works great however )
      Doesn't take into account adjoint rooms ( there is a reason )
    * EXPERIMENTAL Better GL light support for font/world interaction
    * EXPERIMENTAL new level texture loading
    * Switching maps in game should never cause crashs anymore
    * Found then fixed several memory leaks
    * Makefile rule just for memory profiling build ( make memory )
    * Vectors replacing Lists for most collection implementations in Render

    
## OpenRaider (0.1.0pre5-20020830) Mongoose <mongoose@users.sourceforge.net>

    * Turn animation for fun
    * Room vertex lighting back in
    * Vertex color/normal support changes for model meshes
    * Skeletal model/mesh model collision _support_
    
    
## OpenRaider (0.1.0pre5-20020824) Mongoose <mongoose@users.sourceforge.net>

    * Hop up/down to rooms when in void
    * Primative 3rd person camera
    * GL light support for TR1-TR3
    * New OpenGLMesh fixes black texture bug ( tris texture index was off )
    * Removed room mesh rendering from Render
    
    
## OpenRaider (0.1.0pre5-20020823) Mongoose <mongoose@users.sourceforge.net>

    * OpenGLMesh and Light classes start
    * OpenRaider becomes singleton ( Trying to reduce Gobal deps )
    * Ah, a little free time -- cleaning up Render class a little

    
## OpenRaider (0.1.0pre5-20020818) Mongoose <mongoose@users.sourceforge.net>

    * Auto depends generation for certian people  =p
    
    
## OpenRaider (0.1.0pre5-20020817) Mongoose <mongoose@users.sourceforge.net>

    * Time based animation tracer
    * Rounded out mtk3d a little more with common func from
      other projects
    * New pathing subsystem
    * Relocatable data dir ( thanks joshua for idea )
      Set by using init var 'HomeDir'

    
## OpenRaider (0.1.0pre4-20020816) Mongoose <mongoose@users.sourceforge.net>

    * Fixed room mesh cache tris texcoors
    * Changed room tracking code
    * Replaced old room cache mesh texcoor system for tris
    * Adjusted TR3, TR4 vertex colors ( So it's not dark )
    * New menu state for keys
    * Major OpenRaider class clean up, reducing, reformatting for
      use with picky compilers, etc
    * BUGS update, all maps retested -- should load all TR1-TR4 maps

    
## OpenRaider (0.1.0pre3-20020815) Mongoose <mongoose@users.sourceforge.net>

    * Debugging bad texture coor/vertex layout in some TR1/TR3/TR4 quads
    * Removed strict dummy quad insertion in OpenRaider::ProcessMoveables
    * Wall detection ( no clipping yet )
    * Fix for bad cache room mesh crash ( Alpha quads were using bad
      values b/c assigned to wrong structure )
    * More debugging for bad cache room mesh crash
    * New animation fix by making getNumAnimsForMoveable use signed
      values ( seems to make TR4 and other levels loadable agian )
    * Stopped flickering idle lara by only drawing 1 frame of idle
    * Better bad cache quad handling?
    
    
## OpenRaider (0.1.0pre2-20020814) Mongoose <mongoose@users.sourceforge.net>

    * Fix for room quad's texture bug
    * Console print system prototype
    * Misc clean ups
    * Level load menu prototype active by default
    * New debug info in game room/sector/pos
    * Floor player clipping by sector ( yay )
    
    
## OpenRaider (0.1.0pre1-20020813) Mongoose <mongoose@users.sourceforge.net>

    * Floor player clipping by box ( hhmmm... )
    * Backport of Camera
    * Backport of SDLSystem prototype to replace SDL wrapper
    * Backport of mtk3d with GL style matrices and etc
    * Hacky fix for texture ids for room polygons
      ( Caused by new fast cache room polygon builder )
    * Backport of UnRaider Texture handler

    
## OpenRaider (0.0.5-20020615) Mongoose <mongoose@users.sourceforge.net>

    * Todo new texcoors for alpha quads, tris, and alpha tris not done
    * Bug found Texture ids broken on new room mesh translation
    * Texcoord fix for quads
    * Removed damned vertex arrays
    
    
## OpenRaider (0.0.5-20020609) Mongoose <mongoose@users.sourceforge.net>

    * Partially fixed new renderer/translator

    
## OpenRaider (0.0.5-20020608) Mongoose <mongoose@users.sourceforge.net>

    * New Makefile optional memeory_test.cpp OBJ injection
    * "Commit of Doom" to break cvs source, yay!
    
    
## OpenRaider (0.0.5-20020607) Mongoose <mongoose@users.sourceforge.net>

    * Render cleaned up a little more
    * New room mesh system using arrays
    
    
## OpenRaider (0.0.4-20020405) Mongoose <mongoose@users.sourceforge.net>

    * Fixed TR4 bone layering
    * Worked on finiding/rendering ponytail some more
    * Moved angle clac for tags back into TombRaider class
    * Screenshot TGA file fix

    
## OpenRaider (0.0.4-20020405) Mongoose <mongoose@users.sourceforge.net>

    * Ponytail hack
    * Better UV generation
    * Broke TR2 with the new animation framing 
    * Animation frame 'safety valve' to prevent overflows
      until it can be fixed correctly
    * Animation translation fixes

    
## OpenRaider (0.0.4-20020404) Mongoose <mongoose@users.sourceforge.net>

    * More TR format notes
    * TR4 object header
    * Minor changes to OpenRaider for speed/calarity
    * Idle aframe test code in
    
    
## OpenRaider (0.0.4-20020403) Mongoose <mongoose@users.sourceforge.net>

    * Fix for Lara model picking in TR4
    * Fix for TR4 loading ( tr4_light )
    * Fix for TR4 loading ( tr4_ai_data )
    * Fog support
    * Fix for world geo ( room bbox adjust )
    * Fix for bad mem usage reporting for overhead
    * Fix for HUGE memory leaks in TombRaider class
    
    
## OpenRaider (0.0.4-20020401) Mongoose <mongoose@users.sourceforge.net>

    * Fix for memfile size reporting
    * Fix for GLString truncation
    * New audio dir support back in
    * Fix for insert of tree_insert for memeory
    * Iterative version of tree_insert for memeory togglable
      at compile time
    * Fix for m-string max accounting
    * RBTree fix for memeory ( must stop coding after 0200 )
    
    
## OpenRaider (0.0.4-20020330) Mongoose <mongoose@users.sourceforge.net>

    * Stability has degraded with aggressive feature prototyping
    * More information for zero allocs
    * Fix for some 0 byte allocatations found in project
    * Check for 0 byte allocatations
    * Old List back in for now - slower, smaller
    * Removed many unnessacary sleeps from older builds
    * New feature tracks memory usage by file
    * Print to screen while loading back
    * New GLString now has helper functions for speedy string 
      updates to replace hacks
    * Fixed damn 'memeory' rbtree
    * More verbose fatal error reporting
    * Reworked memeory prototype into better code
    * Removed working list tracker from memeory
    
    
## OpenRaider (0.0.4-20020329) Mongoose <mongoose@users.sourceforge.net>

    * Memeory memory overhead reduction for filename storage
    
    
## OpenRaider (0.0.4-20020328) Mongoose <mongoose@users.sourceforge.net>

    * You may want to disable USE_TREE_MEMINFO until RB is fixed
    * Back to dynamic C-strings to save 'memeory memory'
    * Wrote a RBTree implementation directly into Memeory util
    * TGA debug fix
    * Looking at writing RBTree directly into Memeory util
    * Fixed driver string memory leak in main found with Memeory
    * Fixed GLString memory leak just found with Memeory
    * Fixes for release build to avoid memeory debugger
    * Memeory changes to avoid new/delete calls internally
      affecting MEMEORY_ERROR reports ( much much slower list based )
    * New iostreams and memeory header guards
    * Doh, corerction on pointer 0 padding
    * New delete accounting hack
    * New Memeory unit test features/fixes
    * Printing addr with hexadecimal for obvious reasons

    
## OpenRaider (0.0.4-20020327) Mongoose <mongoose@users.sourceforge.net>

    * Fixed overlapped vars/data members
    * Dumps memeory report filename fix
    * Dumps memeory report for unfreed on exit now?
    * Console commands to debug 'memeory'
    * New c func printing option in Tree
    * Memeory profiling system starting
    * Font data fixes
    * Fixed sourceforge cvs tree

    
## OpenRaider (0.0.4-20020325) Mongoose <mongoose@users.sourceforge.net>

    * Fixed bug where ent draw didn't account for viewmodel
      in same room
    * New texture binding method for strict checking and
      to avoid prechecks on unsorted polygons
    * More rendering toggles for more testing
    * Draw room bbox with r_portal
    * Moved more commands to console only ( See README )
    
    
## OpenRaider (0.0.4-20020323) Mongoose <mongoose@users.sourceforge.net>

    * Fix rendering bug with r_portal
    * RC uses pakdir for strict path enforcement now
    * New RC commands for Map/Music that represent backend correctly
      ( It's a FIFO, not a sorter )
    * RC parser now uses console command parser helper too
    * Improvements to console command parser 
      ( less memory, faster normal case, easier to add new commands )
    * Hack to try to unload level shows it's time to start a
      rewrite  =)
    
    
## OpenRaider (0.0.4-20020322) Mongoose <mongoose@users.sourceforge.net>

    * Screenshot console command
    * View model render toggle console command
    * View model index fix for entity use
    * Console command naming clean up starting
    * Console fix for backspacing over prompt
    * Load command to load levels by index
    * Many more console commands, replacing some key commands
    * Sprites render after players now for more accurate scene
    * Collapsed some rendering gobals into temp LARA entity gobal
    * Portal visual debugging
    * Console fix for prompt display after command given
    * Fix for bad cvs sync
    
    
## OpenRaider (0.0.4-20020321) Mongoose <mongoose@users.sourceforge.net>

    * Portal (precompiled) use starts
    * Very basic console prototype in place
    * Render control flags ( Not same as mode flags )
    

## OpenRaider (0.0.3-20020119) Mongoose <mongoose@users.sourceforge.net>
    
    * Compile w/ -DEXPERIMENTAL_EMITTER_TEST to run snow test in game
    * Fix for RC loader

    
## OpenRaider (0.0.3-20020111) Mongoose <mongoose@users.sourceforge.net>

    * Temp resource redundency pruning solution
    * More string safety auditing and fixes

    
## OpenRaider (0.0.3-20020109) Mongoose <mongoose@users.sourceforge.net>

    * Hack to fix texture dumping
    * More string clean up

    
## OpenRaider (0.0.3-20020108) Mongoose <mongoose@users.sourceforge.net>

    * Minor TR support work
    * Texture dumping fix for new mtk_tga
    * New tristrip rendering sprites
    * Changed to snprint in all objects now
    * Clean up in texture use
    * Clean up in screenshot code

    
## OpenRaider (0.0.3-20020107) Mongoose <mongoose@users.sourceforge.net>

    * Animation frame testing hack back  keys '[' and ']' 
    * Reduction of room rendering top levels ( consistent speed? )
    * Improvments to texture handling and loading

    
## OpenRaider (0.0.3-20020106) Mongoose <mongoose@users.sourceforge.net>

    * Updated mtk_tga from my current mtk_image source
      fixes tga save bug and more stuff
    * New more correct FPS counter for alpha testers amusement
      DisplayFPS=true in init and key command 'f'
    * Refactoring and clean up in OpenRaider
    * TombRaider getting ready for testing new class based system
    * Got new specs for TR4 and TR5
    * Readying class based system for new physics and rendering

    
## OpenRaider (0.0.3-20020104) Mongoose <mongoose@users.sourceforge.net>

    * Fixes for fast texture cache for older tombraider data
    * Fixes for TombRaider unit test
    * Makefile changes for gcc 3.0
    * GLString use fix, forgot to disable culling - thanks dan
    * Keyboard turning ( On keys 1 and 4 for now ) by request  =)


## OpenRaider (0.0.3-20020103) Mongoose <mongoose@users.sourceforge.net>

    * Tune up of Sound
    * Disable cusor show on switch to fullscreen also
    * GLString scaling
    * Seperated InitGame and LoadLevel ( <Alt> l to load level )
    * New Sound flags ( allows for easier expansion )
    * Start loadscreen before caching sound now
    * NOTE audio support is fine - just low memory condition kill

    
## OpenRaider (0.0.3-20020102) Mongoose <mongoose@users.sourceforge.net>

    * Broke audio support by switching around 
      OpenRaider, LoadLevel/SetupAudio
    * README update
    * Texture caching while reading from diskfile in callback
    * New load screen percentage feedback via callback
    * Fix for Tombraider multiple Clear() bug
    * New load ordering, might break some things
    * More work on GLString use in OR
    
    
## OpenRaider (0.0.3-20020101) Mongoose <mongoose@users.sourceforge.net>

    * Speed set on Camera
    * Played with some refactoring in OpenRaider class
      and thread hacks for external texture use
    * New texture loading to make external textures
      id independent of TR texture id at load time
    * Changed 'load screen' layout and particle setup
    * Removed dependence of Emitter on Texture agent - calls
      GL texture bind directly now
    * Particle partial resync with freyja_particle tree
    * Emitter partial resync with freyja_particle tree
    * Render minor reduction/refactoring, breaking up some code
    * New GL font system for OpenRaider ( GLString )

    
## OpenRaider (0.0.3-20011231-2) Mongoose <mongoose@users.sourceforge.net>

    * GlGetString use 'correct' fix
    * Music list reimplemented for CVS
    * Emitter commited to CVS ( oopsie )
    * Changlog reformated


## OpenRaider (0.0.3-20011231) Mongoose <mongoose@users.sourceforge.net>

    * New Changlog format
    * Minor GL string use 'temp fix' in Render
    * ModelDebug option to RC to disable model load debugging
    * TODO update

    
## OpenRaider (0.0.3-20010813) Mongoose <mongoose@users.sourceforge.net>

    * Minor rendering changes
    * Particle test fix


## OpenRaider (0.0.3-20010813) Mongoose <mongoose@users.sourceforge.net>

    * Particle testing ( Using one of my freyja prototypes )
    * Fullscreen toggle - '9' key


## OpenRaider (0.0.3-20010810) Mongoose <mongoose@users.sourceforge.net>

    * Timer prototype starts, just using a time delay for now


## OpenRaider (0.0.3-20010624) Mongoose <mongoose@users.sourceforge.net>

    * New reference specs, moved to G400 MGA DRI on X 4.1.0


## OpenRaider (0.0.3-20010621) Mongoose <mongoose@users.sourceforge.net>

    * Set up new box just for windows TR compatibility tests
      ( got old ppro out, bought a hdd for it - weee )
    * Testing exported meshes with Freyja
    * Freyja plug-in for TRMESH ( TombRaider mesh export )
    * Mesh export test for TombRaider
    * Texel adjustment method rolled back into TombRaider


## OpenRaider (0.0.3-20010620) Mongoose <mongoose@users.sourceforge.net>

    * TR4 sky mesh?
    * Texture changes
    * Freyja work with ponytail graphing
    * New FPS counter uses larger frame samples and reset 
      ( readings still off by a little )
    * Splash screen for threaded loads (shakes for fullscreen feedback)
    * Particle engine research ( no code )
    * Threading testing


## OpenRaider (0.0.3-20010619) Mongoose <mongoose@users.sourceforge.net>

    * Might wait to install X 4.0.1 to work on bump map rendering
    * Render check for multitexture
    * Fixed OpenRaider to use new TombRaider::Texture API
    * Bump map use with new TombRaider backend API
    * "TR3 objtexture alpha clip" back in for 32bit textiles
    * More testing features like texture dumping for all versions
    * Special texture loading default use in TR4/TR5
    * Zero padding on dumped textures - yes, it is about time
    * Fixed special texture loading/dumping


## OpenRaider (0.0.3-20010618) Mongoose <mongoose@users.sourceforge.net>

    * 32bit texture default use in TR4/TR5
    * 32bit texture testing in TR5
    * Make rule regression testing in cvs tree
      `make tombraider.test`
    * Better make rules for tombraider.test
    * TombRaider fixes for compression use and dellocation
    * New TombRaider::LoadTR5
    * Worked on TombRaider agent


## OpenRaider (0.0.3-20010617) Mongoose <mongoose@users.sourceforge.net>

    * Added *some of the TR5 spec to regression test build


## OpenRaider (0.0.3-20010616) Mongoose <mongoose@users.sourceforge.net>

    * Some minor checks for bad allocation of meshes?
    * Changed moveable code to assume nonanimated entity
    * Entity drawing tied to room drawing 
      (For vising, later use an entity cache per room to avoid full cycle)
    * Screenshot name now based on VERSION string (better bugs reports)


## OpenRaider (0.0.3-20010615) Mongoose <mongoose@users.sourceforge.net>

    * Fixed Freyja tree's colored polygons
    * More debug output on animation building
    * Fixed Freyja's tree too
    * Fixed TR4 decompress bug 
      ( silly me, it only worked because of opt, didn't clear a var )
    * Animation grouping prototype


## OpenRaider (0.0.3-20010614) Mongoose <mongoose@users.sourceforge.net>

    * Fixes for mesh rendering ambient light level
    * Fixes for animtion rendering
    * Fixes for animation loading 
      (TR2+ lara has some animation problems still, with junk frames)
      (TR1 lara works because all the right indices = 0)


## OpenRaider (0.0.3-20010613) Mongoose <mongoose@users.sourceforge.net>

    * Fixed animations using steping fix I wrote for libfreyja_egg
      this breaks the old TR aniamtion hacks though  =)


## OpenRaider (0.0.3-20010612) Mongoose <mongoose@users.sourceforge.net>

    * Back porting to Freyja to help figure out TR animation problems
    * Worked on TR5 and TR4 texture alpha flags


## OpenRaider (0.0.3-20010611) Mongoose <mongoose@users.sourceforge.net>

    * Fixed skeletal/moveable loading and animation 
    * Starting entity mapping tracer


## OpenRaider (0.0.3-20010610) Mongoose <mongoose@users.sourceforge.net>

    * NOTE make enities list so dup models won't draw to same position
    * Caching caused segfault - so now emulate dumb smart pointers
    * Removed Free TR data, it caused to many segfaults,
      for some reason it frees twice even with Clear()
    * Caching for duplicate models ( saves tons of memory )
    * Fixed loading and animation for all models in level
    * Broke animation with new loader?!  (caused by new moveable loading)
    * Free TR data after load ( May cause segfault on exit )
    * Simple vising for items back in
    * Oops, removed mesh draw from viewmodel renderer 
      ( was debuging item meshes )
    * Fixed tr4 (2 layer tags) flag set on non lara models
    * Fixed moveable loading
    * Looking for moveable object drawing problems ( werid )
    * Fixed item positioning set on load
    * Fixed sprite/room amb lighting back to white ( heh, oops )


## OpenRaider (0.0.3-20010609) Mongoose <mongoose@users.sourceforge.net>

    * Void color only when outside world
    * Various minor renderer changes
    * Static mesh rendering fix (pad bad meshes with NULL meshes)
    * Fixed lara's colored polygons index bug for TR1
    * Autoload lara as view model
    * Tr4 two mesh system use
    * Basic skeletal model animation (frame rate based)
    * Skeletal model rendering
    * Skeletal model loader finished
    * No quaterions generated in current skeletal loader
      It'll be easy to add bone lerping later, but first I want
      correct behavior ( ie animation and placement )


## OpenRaider (0.0.3-20010608) Mongoose <mongoose@users.sourceforge.net>

    * Planning rendering engine #3 
    * Once skeletal models are in rendering engine #2 
      physics code can start
    * EXPERIMENTAL moveable code starts


## OpenRaider (0.0.3-20010607) Mongoose <mongoose@users.sourceforge.net>

    * Moveable code finaling coming back in ( now with quats )
    * Bug fix to ignore bad meshes in some TR4 levels?
    * TombRaider class test
    * Some TR5 specs fell in my lap today  =)


## OpenRaider (0.0.3-20010606) Mongoose <mongoose@users.sourceforge.net>

    * Mouse motion control fixes
    * Item sprite rendering ( TR1, TR2, and should work for others )
    * Item sprite loading ( TR1, TR2, and should work for others )
    * Fixed room sprite loading
    * Hack temp fixes for camera ( broke it bad last night )


## OpenRaider (0.0.3-20010605) Mongoose <mongoose@users.sourceforge.net>

    * Baisc strafing and better forward/backward movement on camera 
    * More user documentation and bug tracking
    * Portal toggle
    * Fixed TR4 crash on -1 mesh light flag; can't alloc -1 objects  =)


## OpenRaider (0.0.3-20010604) Mongoose <mongoose@users.sourceforge.net>

    * Mouse look code
    * The portal code is hindered by the old XZ vis check  =(
      once it's replaced it should be 100% correct
    * Added portal code, and is almost fully working now
    * Worked on portal code (testing)
    * Since adding quaternion camera, segfault on exit... hhmmm...
    * Finished quaternion based camera and rendering
    * Planning to break mtk3d into base type classes and expand it as
      a library with learping functions for use in animation also  =)
    * Started on quaternion camera and quaternion support in mtk3d
    * TR4 sound fx postioning loader starts
    * GL driver string from resource


## OpenRaider (0.0.3-20010603) Mongoose <mongoose@users.sourceforge.net>

    * OpenGL fixes ( hopefully fixes radeon 'lineloop' bug )
    * SDL key code fixes
    * More SDL fixes for rendering
    * More SDL work, fixes
    * FPS counter prints to console every 100 frames


## OpenRaider (0.0.3-20010602) Mongoose <mongoose@users.sourceforge.net>

    * SDL is very slow atm ( drag ass )
      You can edit Makefile to set it to use it if you want
    * Finished basic test SDL interface
    * Started on item sprite loading (likes a little more, but not priority)
    * Aren't you all gald I ditched render engine #1 now?  ;)
    * New sprite rendering code
    * Fixed bug that drew static room meshes twice
    * Fixed bug that drew alpha sorted tris 3 times
      (Fixes all known alpha rendering bugs)
    * Room sprite loading code
    * Cleaned code, fixed some documentation
    * Started work on Resource agent, not ready to replace old code yet
    * No longer dump textures, unless explictly set in rc file


## OpenRaider (0.0.3-20010531) Mongoose <mongoose@users.sourceforge.net>

    * Fixed XEmacs modes should have been 'Mode: C++'
    * Looked at portal design guide, was useless
    * Added texel adjust fix to meshes ( fixes 1 pixel off alignment )


## OpenRaider (0.0.3-20010530) Mongoose <mongoose@users.sourceforge.net>

    * SDL support starts back
    * Added my old linux joystick code
    * Basic sorted alpha poly render second pass with very small penalty
      ( An all new rendering feature never in engine before )
    * Figured out best way to sort alpha polys exp with rooms only for now
    * SkyMesh support ( rendering/identifing ) for TR2 and TR3
    * Static mesh rendering back ( doesn't use room lighting 
      intensity for now )
    * Texel alignment


## OpenRaider (0.0.3-20010529) Mongoose <mongoose@users.sourceforge.net>

    * Static meshes
    * Model meshes
    * Mipmaps in Texture as option
    * Code clean up
    * Item sprite and room sprite loader code about finished
    * Finished adding my screenshot code from Freyja, and
      made it produce TGAs instead of PPMs ( cmd 'S' )


## OpenRaider (0.0.3-20010528) Mongoose <mongoose@users.sourceforge.net>

    * POublic CVS Release 
    * Vertex lighting now functional and stable in new engine
    * Fix for TR4 water alpha via textile generator, but
      some light shards are still black - might be other
      alpha flags that are unknown
    * New level loader using _map_list
    * New Map list RC rule
    * Start of item sprite code in new engine
    * Leaving old Texture calls for compaiblity with obsolete
    * New textile loading by moving new code into Freyja's
      TombRaider module to handle *all pixmap generation
    * User documentation


## OpenRaider (0.0.3-20010527) Mongoose <mongoose@users.sourceforge.net>

    * Testing
    * Resource system back in
    * AL init threaded off
    * Switched order of AL and GL inits 
      ( so you can have in game progess loader for loading )


## OpenRaider (0.0.3-20010526) Mongoose <mongoose@users.sourceforge.net>

    * Should have all the best of the engines merged by Monday!
    * Started model rendering code for engine #2
    * New mode control for WIREFRAME, SOLID, TEXTURE
    * Fixed texel index bug for rooms
    * New Camera methods for visibility and more accessors
    * Render engine #2 feature upgrade by merging with engine #1


## OpenRaider (0.0.3-20010525) Mongoose <mongoose@users.sourceforge.net>

    * Rendering engine #2 fixes
    * New Camera method for positioning
    * Rendering engine #2 update
    * Added documentation to Sound agent


## OpenRaider (0.0.3-20010524) Mongoose <mongoose@users.sourceforge.net>

    * Texture manager fixes
    * Tesselated quads
    * Removed dependence on libmtk_gl ( my GL tool kit for my 3d modeler ) 
    * Moved 16bit ARGB -> 32bit RGBA texture util to TombRaider loader


## OpenRaider (0.0.2-20010523) Mongoose <mongoose@users.sourceforge.net>

    * Render fixes
    * OpenAL fixes for /dev/dsp in use and _init guard
    * Added Sound manager, OpenAL support for groovy 3d audio  =)
    * Dropped all OSS code
    * Fixed segfault by freeing _texture and _tombraider twice
    * TR4 texture fixes ported from gegg
    * Fixed segfault on texture handling
    * Removed splash screen code completely
      ( Will later use loader screens just like TR )


## OpenRaider (0.0.2-20010522) Mongoose <mongoose@users.sourceforge.net>

    * Splash screen as compile time support
    * PThread support as compile time option
    * TR4 texel loading fixes


## OpenRaider (0.0.2-20010521) Mongoose <mongoose@users.sourceforge.net>

    * OpenRaider request for sourceforge hosting
    * New Render class is now the new renderer
    * GLUT use abstracted and placed into openraider.cpp
    * Mtk Image manager
    * Mtk texture manager
    * Thread for Freyja loader 
    * Freyja camera
    * OpenRaider RC system design
    * Freyja loader replaces yuri loader in test build
    * Splash screen
    * New engine starts


## OpenRaider (0.0.2-20010520) Mongoose <mongoose@users.sourceforge.net>

    * Removed drawing another lara as an error marker for movables
    * Removed level dumping and saving
    * Split up mesh rendering
    * New 3rd person lara camera rendering
    * New animation control
    * This project is based on trueview by yuri and some patches 
      and porting to linux by Mongoose along with code from 
      GooseEgg by Mongoose
    * Log started