
History Revision
================

[06/27/99] v0.0.1 
  First version
[06/28/99] v0.0.2
  fixed:
    some minor typings 
  added:
    "kind" of brush (fill air, solid etc)
    prepared writing out of vbrs
[08/29/99] v0.0.3
  added:
    wrote today all the *.pm and bot 
[09/15/99] v0.0.4
  fixed: 
    writing of textfiles
    finally found out how coords are saved (they used float, duh!)
    puzzled out more bytes in VBR and fixed them all
  added:
    a lot of stuff to Bunch and Basic
    stairs
    wrote texture mapper (core.map, Texture, Texture.pm)
[09/17/99] v0.0.5
  fixed:
    core.map, bug in setTexture
    rotation of brushes in VBR
  added:
    script: maze 
    raised side of stairs (see stairs)
[09/21/99] v0.0.6
  fixed:
    flows/rooms/objects/groups are now copied when cloning/merging
    gravitation of rooms is written correctly
  added:
    scripts: 
      strip (strip mission file of brush list)
      align (cloning, dimensions, alignment, support beams)
      bend  (tunnels)
    some basic flow/object handling in Bunch
    Bunch->name() and Bunch->debug()
    complete group management (now every bunch/room/flow/object has
     a group id and this is preserved when merging/cloning/writing
     so later on we can seperate them again
    tunnels (rounded floor or ceiling), see bend
    supportBeams (see align)
[09/29/99] v0.0.7
  fixed:
    stairs and bug in setTexture
    addBrush now honours additional textures
    many bugs in generate/writing of cylinder/pyramid/apexpyramid
  added: 
    small houses (storage or cellar,kitchen,sleeping,living room)
    spiralstairs (left/right bound, slabs)
    brush: prisma (is really 3-sided cylinder)
  speed:
    setTexture now accepts list of faces/textures (see benchmark)
[10/01/99] v0.0.8
  fixed:
    Bunch->create
    Tunnels with frame around
  added:
    Objects: still not ready
    Bunch: rotate, rotatePoint, snap2Grid  
    Building: hallways
    Basic: rewritten bend, added spiral
    genMap: can generate texture mapping file out from your mis file
[10/08/99] v0.0.9
  fixed:
    genMap: always add skyhack to generated map, fixed warning in line 35,
            fixed bug if no TXLIST is present
  added:
    Dromed: optimizeSky sets scale of all sky textures to 24
    Building: houses revised, cityWall
    Basics: smallWall, columns, supportColumns
    genMap: does now write object map
[10/20/99] v0.1.0
  fixed:
    most script were broken due to moving things from Building to Basics
    pm2html (doc) generates now list of functions with some small comments
  added:
    handling of area brushes, links for objects
    txt2vbr can read in text file and create vbr from it
[10/23/99] v0.1.1    
  fixed: 
    Vbr.pm is much faster and can handle any mission now 
    (does no longer choke on >6 Mbyte ones)
    can write mission files
    dump_vbr is now incorporated into genMap and works much better
    strip uses new Vbr methods, faster, more reliable and much shorter
    Bunch: bug in setTexture
  added:
    GenMap: report function (still buggy)
    Bunch: JDS: setUVScaleRot sets face u,v,scale,rotation values
           defaultFace(), wedgeSide1(), wedgeSide2(), etc
           Tels: fromBin uses Vbr to reading brush list from vbr/mis file
    Texture: can now read list from Vbr (which gets it from vbr/mis file)
1999-11-07 v0.1.2
  fixed:
    bug(s) in setTexture, again :)
    jds: scaleTexture
    fixed the default-export-bug and made it "#doc:" instead 
    Basics::frame honours facing
    pm2html takes now #doc: and writes parameter list, adds example images
  added: 
    DromEd:   eax values, snapLength (and moved in some stuff from Bunch)
    Gamfile:  read/write gamesys files, make object list
    Inside:   shelf, table, counter, privy
    Basics:   grid, frameGrid
    Building: shed, privyShed, toolShed
    Bunch:    write/read/set/get default and room eax stuff
              write object links to TXT files    
              get/set Property on objects (will probably be removed)
              align_by_sides/vertices
1999-11-12 v0.1.3
  fixed: pm2html checks/creates html subdir
         renamed scripts to use .pl extension
         autoRoom (did generate nested rooms and used flags the wrong way)
         most of the "standard" things from Basics and Buildings take now
         named parameters and honour facing, hooray!
         room ids set to 0xFFFF on writing to BRLIST
         fixed rotation to be DromEd compatible
         grid can have 0 bars
  added: rotateByFacing rotates the bunch by the facing aSouth/aWest etc
         flow group id
         texture hash in addBrush/setTexture (set scale/rot/u,v in one go)
         towersteps (still buggy), basin
1999-11-27 v0.1.4  
  fixed: lots of small fixes in write2File, fromBin, gamfile etc
         fixed w/l-swap bug in autoRoom
         located a flaw in Bunch::autoRoom, no workaround yet
         Basics::frame
  added: checknfix: generate report and fix mission automatically
         Basics: basicRoom, carpet, putFrames
         VRoom  - The World is a Cube!
         VHouse - based on VRoom create rooms, storeys, cellars, houses
         support for brush-lights omni and spot (Why did nobody tell me?)
1999-12-05 v0.1.5  
  added: Texture->weightedList and randomTexture based on it
         VRoom:  
          placing of things is generic now, place is relatively to
           cell and or wall/thing size, (x,y,z), 
          width/height/length from 0..-1.0 will make the thingy relatively
           in size to the cell/wall/thing space (for things stretched to the 
           actuall room dimensions like columns, opening, bars etc)
          spacing of things from wall (sx,sy,sz)
          ceilingthick and floorthick of cells/rooms
         Basics::dome
         DromEd::copyHash
  fixed: vroom.pl, some small bux in VRoom.pm and VHouse.pm
         bridge.pl and maze.pl were broken
         Basics:arch (jds)
         autoRoom now adds rooms for solid()+mroom()
         finally dimensions works correctly, and is twice as fast now
2000-01-13 v0.2.0  
  added: Object system does now basically work (see objects.pl)
         Route.pm for startingPoint and easy patrol routes 
         Basics: barBridge atticRoom tunnelRoom crossAtticRoom
         VRoom:  place now things in cells that are divided further
                 add terrain points for Route.pm
         Bunch:  purgeGroups
         Basics: wedgeWall oriel
         VHouse: splitCube splitCross
         Dromed: printHash o_xxx l_xxx (constants for properties and links)
  fixed: bridge.pl, hallway.pl, bridge() takes named params
         some minor bugs in VRoom
         VHouse now defines room hashes instead of room generators
         removed houses.pl
         Move all .pm files into Cowgen
2000-01-17 v0.2.1
  fixed: bug in Gamfile that caused most objects not to appear
         Route.pm works now, all scripts included are working (again)
  added: general property code and some more object properties
         IDs and type for cell/things in Room.pm
2000-02-14 v0.2.2 (renamed to Cow)
  fixed: some small internal stuff for CowEd in Room.pm
         Tons of small overall optimizations/bugfixes (use strict 'vars' etc)
         Text.pm (instead in different places like Bunch/ObjList/Project)
         rotation of objects
         Vbr.pm choked on files >11 MByte
  added: metaproperties, 
         knows 53 of 257 object properties and 38 of 59 flavours
         maxobj.pl to increase maximum number of objects
         VWorld: makeObject, Thing inheritance, path support (for findByName)
                 Thing size relative to room
         Objsizes.pm
         renderParams (ambient!), 
2000-06-07 v0.2.3
  added: knows 330 of about 407 object properties, and 58 of 75 flavours
         Thief.pm: makeCreature makeLadder makeLoot makeDoor breakableWindow
                   makeRotDoor makeTransDoor linkObjects torch unlitTorch
         Bunch: optimize (unrotate/combine cubes), alignTextures, delete
                changeTextures, iterate, virtual brush vpyramid(), rgb lights
         ObjList: iterate, delete, highest, lowest, exists, setProperties
         Room: Things relative to other things, conditional Thing creation
               eval of properties (so you can write "false(),O_CLOSED")
               support for Links
         Vbr: missionDescription, scriptModules, skyMode, gamsysName, fileType,
              version, songParams, texturePalette, hotRegions, multibrush,
              loadMission, saveMission
         Gamfile: decodeProperties decodeLinks encodeLinks 
                  support for schemas & voices
         strip: remove empty property/link chunks, arbitrary chunks, thingies
         maxobj: can decrease the number
         convert: convert between file versions (T,SS2,T2)
         listbooks: list scrolls/books/plagues (shows how to traverse objects)
         WC: output worldcraft style map 
  fixed: bux in fromBin, some bux in Room.pm, startingPoint
         all objects/archetypes are decoded, not only ones w/ (meta)properties
         area names are preserved
         Dromed: north/south/west/east were broken, all l_,o_ are now O_ and L_
         bug in all Bunch::clone (faces were not cloned properly in cloneThingy)
         old links/properties are removed prior to encoding new ones 
         bux regarding handling of as deleted marked things
         Objlist: idByPathName idByName
2000-12-30: BETA 30

	 fixed some small bugs, added the CoW stuff (experimental)
 
