"There is nothing greater than being a hero for a kid"
2.6.0 wishlist/TODO
===================
* Watergun FPS
* New/better UI (currently under consideration upstream)
* simplistic AI for SSP and RPG
* functional weapons for SSP
* "color/rainbow" gun/sprayer
* vertical mapmodel rotation
* race mode
* make texanim scroll through slots, instead of diffuse textures

* sun entity ( must have constant angle all over exposed area(s))
* merge player velocity vectors //this will alter physics in somewhat serious ways

- developer stuff
* let file_io use bitwise flags in place of option strings
* physics flags which determine how a character is treated in physics updates

Things we definitely could use YOUR help with
=============================================
* ensure all available translations are completely up to date
* producing good quality maps for inclusion of the release <-- we can only do so much ^^
* art assets

things we could use help with
=============================
* merge in kartmode with main branch
* unicode support <-- this is a must, we've received interest from a few in asia to do translations for chinese and japanese languages, but we can't support these character sets without utf8 support.
* support for truetype fonts


just give us time :P
====================
* finish up maps; village, mansion, island, etc
* setup masterserver

2.4 release todo
================

* Redo Translation API, make it more string based so translations are a "menu_2_1 = [This is a line of text]" away ;)

* fix moviecube
* update menus to include all new options

* complete SSP - Save the princess map
* obtain creature models for SSP
* attempt REAL NPCs for the main module
* code menus for importing mapmodels, tetxures, and sounds

* segregate menus into sub sections for each game module
* redo intro menu to start with "CHOOSE YOUR LANGUAGE"

* update quality presets //deleted... add them back for those that want them?

Future possibilities
====================
Machinima - make it easy for kids to make movies/stories
Alice coding
convert to .map (quake based)
Create a possible -gpas game mode, with geometry modifying tools?
Create a possible -grct game mode, where the player control the player and whacks a banana across a field like a tennis ball.
 ___   _   _     _   _  _   ___    ____   _     ___   ___
/  _\ | |_| |   / | | \| | /   \  | ___| | |   /   \ /   \
| |_  |  _  |  /__| |    | |  ___ | _|_  | |_  | O | |   __
\___/ |_| |_| /   | |_|\_| \___/  |____| |___| \___/ \___/

PAS 2.5.0 Changes

RPG
* experience points (scarcely implemented)
* global idents
* more script functions
* improved documentation
* improved trails of very fast projectiles
* basic trade menu (almost fully implemented)
* rudimentary checkpoints
* rudimentary minimap (/testminimap)
* partially working load/save system (test{game,map}{save,load})
* items can now confer effects to the player
* addition of a head slot
* arbitrary limits for r_* floating points and integers
* improved projectile collision methods

SSP
* improved and simplified the pickup vector, choosing the valid pickup in the entities are easier now
 - note, only e.attr1 is significant now, so update your maps accordingly if needed
* better helpers, they tell you what the entity does now (and even renders a transparent modelpreview)
* fixed attractive armour logic, the closer the item the faster it travels, instead of inversely
* boxes with basic item rejection
* less hacky and far more fluid and dynamic camera
* new map jungle by nieb
* movement is now based on the ideal camera position, rather than the current
* fixed projectile entity collisions
* debug mode (toggled via /debug 1)
* volatile items

General
* by default you now need to click on tabs to select them
* replaced music packs with a custom track list (place tracks inside package/mymusic)

Art
* new models
- lava rock by daniel_san
- SSP box by hirato
- an extensive array of new models courtesy of Vickie Eagle
* new themes
* new audio track (Valley of the Wind by Bjra from newgrounds)

Upstream
* many optimisations and bug fixes
* tweaked physics to use Minkowski Portal Refinement
* motion blur
* fogdome

Bugs
* editmode arrow key binds were bound to empty binds
* particle menus depended on an alias which was misspelled
* queer message displayed when unable to initialise mixer controls
* ent helper text display outside editmode
* resetgl doesn't respect texanim
* culltextures doesn't respect texanim
* RPG crashes when a map is changed while dialogue is open
* texanim limited to one update per frame, this causes the anim to go out of sync during low framerates and race to where it should be, when framerates are more acceptable
* some packet parsing weirdness when dedi != 2
* clients don't initialise properly on the server

PAS 2.4.0 rc1

* rendering             - cleaned up editmode helper code, and integrated with the main helper stuff, editmode helpers for ssp, and a grid for
                          the current selection to use as a guide, also hovering text to describe the entities, additional main helpers.

* GUI                   - showtexgui modified to display some texture properties at the bottom, such as scale, offset and dimensions. Usual assortment of menu tweaks

* scripts               - restricted world var modification to editmode, tweaked mapcfgs, menu tweaks, direct up/down movement
                          (editmode only, bind keys to actions, rise and descent, eg /bind KP_MINUS [rise])

* Art                   - There's a new snow texture pack by Tomek (CC_BY_SA), the trak5 texturure pack of over 150 textures (MIT/X11), 2 skyboxes, a new loading
                          screen and many new normalmaps. There's also several new maps, bastion, trainmap and rpg_snow to name a few, and courtesy of Captain_Ahab,
                          we've plenty brand new models.

* SSP                   - Improved the axis switchers, pickups are now "movable", and as such the magnetic armour works, there's a spike armour type that hurts an
                          onslaughter, the winged armour allows multiple upward impulse jumps, projectile primitives are completed, to the degree of shooting and
                          collision with geometry.

* RPG                   - We've got a brand new RPG! with very primitive NPC, projectile, inventory, spell and use functionality!

* upstream              - tons of bugfixes, new grass, password protected servers, clients can now act as a server, ragdolls, mainmenu,
                          dds textures (DXT 1/3/5), new particles, better resolution detection, hex display of colour affected variables, particle culling,
                          sounds system improvements, sound culling, movie recording, blendmap streaming (constant painting) and masks, a masterserver, motion blur
                          and more

* multiplayer           - added /me and /meteam commands for describing emotes

* cleanups              - A fair bit of stuff has been cleaned up, resulting in optimisations and noticable speed ups in certain areas of sandbox

=BUGS!!!=

* incorrect particle numbers were used in fpsgame and moviecube, hence causing all kinds of weird oddities when displayed
* texscroll was saved with it's values divided by 1000
* autograss can now use texture commands like <mad>

Migration/update notes
======================

sometimes we can't keep everything compatible with future releases for whatever reason, whether the way it worked wasn't so great, a better way of doing it presented came about or perhaps something just got too annoying, whatever the case, take note of these when updating to post 2.3 releases

* the -art map cfg now stores ALL map related data, with the exception of aliases, and is written on map save or manual invocation of /writemapcfg [cfg name]
	this means if you've saved any maps using older versions of sandbox with mapcfg generation (2.2.3, 2.2.4, and 2.3.0), do the following
	open the map in 2.4.0 or later, and type /writemapcfg, or save the map
	delete anything in the map's main cfg that has nothing to do with aliases

	it once again allows all scirpt related stuff to be in the main cfg, which is convenient not to store in an onstart alias for legibility purposes

* maps store world variables, this defuncts the world variables saved in the cfg, but the cfg still allows convenient editing access

* normalmap optimisations, this resulted in several textures being removed, so  errors will likely display on mapload, do one of the following should any occur
	1) if you use custom texture definitions, copy the new definitions over to your map-art.cfg, be sure to replace the prior definition
	2) if you've customised the cfg outside the texture area, remove the texture section (Somewhat recommended)
	3) if you didn't customise it, just delete the map-art.cfg, (Safest and recommended)

* moviecube isn't working: due to the defunct state the codebase inside sandbox hasn't been maintained, we apologize to all who wanted to use it, please stick with 2.3 in the meantime or obtain an official moviecube release

* /setgravity and /jumpvelocity is once again, /gravity and /jumpvel (we can't make up our minds can we, won't change it again, honest ;D)

* translations defunct until further notice, they're currently being redone, so making translations will be significantly easier for future attempts, allthough current translation efforts will be voided

PAS 2.3 Changes rev 759

* configuration updates - binds were redone to have shift and ctrl modifiers, cfgs are now named as config_${cl->gameident()},
                          and a configuration version that ignores obsolete cfgs
* particles             - particle textures were again tweaked, and new settings for /newent particles, 11 and 12, text and snow respectively
* entity tweaks         - 5th entity attribute is active, it sets bonus properties, have a play around! also base and monster were respectively
                          renamed banana and creature, and there's a dynlight entity
* scripts               - menu tweaks; rewritten sky menu, far more helpful edithud (text at bottom left), you'll never go without it again! Linux
                          installation and build scripts in src are far improved
* maps                  - tweaks to existing ones, and new maps; mansion and island, generates mapcfg on save
* textures              - a new texture set from OpenFootage, new logos, cloudbox and a brand new 2.3 theme!
* rendering             - editmode helpers, extra player skins to choose from (press 0 while not in editmode)
* misc                  - moviecube (run with -gmovie), ambiguous texture names, alpha state SSP module
* upstream              - blend painting, stackable fullscreen shaders, deferred shaders, normal compression, blob shadows, revised stair physics
                          rotational bbs for mapmodels, fixed function lights and shadows, and tons of other tweaks and bug fixes, new loading screen

=BUGS!!!=

* forgetting a bracket in a script caused a crash. --> []"() <-- the trouble makers, throw pies at them :D
* Selecting monsters 7 or 8 caused a crash
* the mapshot when maps were loading wasn't scaling. fixed and loadbacktype 2 also has nicer positioning of the overlaytext now.
* the particle menus had several parts missing, a colour conversion here, and a "particles" somewhere else.
* guirollover of icons didn't do anything, they now have colour masks applied correctly, depending on guirollovercolour

Platinum Arts Sandbox 2.2 Changes rev 446

Lan server browser
Added in a Banana Relay gamemode. just quicker Capture with bananas instead of flags :)
Add some basic multilingual support, no special characters sorry! we've several translations too!
usual assortment of menu improvements!
Improvements to some of the maps
Redone water textures, specially with the new waterfall stuff.
showlighting mode (thanks quin!)
new map, forest!
Improved audio IO (automatically identifies most extensions)
Better Jukebox and Music Pack support... jsut a shame we didn't release any yet :D
Allowed changing of the gui element textures
loadback images (more of quin's code, cept he didn't hold Hirato's hand this time :P )
A New GUI/HUD texture set by Hirato.
A win32 launcher by ZKAT8IT

PAS 2.2 sauer changes

added OBJ model support
added support for cloud boxes and cloud layers over sky box
added in-game text editor for editing cfg files
texture browser now displays glow, rotation, and offsets
added console message filter (controlled via "confilter" and "fullconfilter" vars)
"follow" command now works in first-person (can spectate in third-person via "thirdperson" var or 9 key)
added support for Mumble positional audio (contributed by The Conquerors clan)
added "apply changes now?" dialog using "resetgl" command (toggled via "applydialog" var)
added "fullconsize" var for controlling the percent of the screen the full console occupies
undo now works with heightmap editing mode
lowered the minimum gridpower to 0
added "texoffset", "texrotate", and "texscale" commands for more easily specifying texture slot parameters
added support for a follow distance of 0 (via "followdist 0") when using the "follow" command
texture rotation is now done via texture coordinate generation (instead of making copies/wasting memory)
added "sayteam" command for chatting to teammates (bound to Y key by default)
added optional t-joint removal to fix world sparklies (toggled via "filltjoints" var)
player is now dumped to an empty map if he does not have the particular map in multiplayer
added support for soft particles/explosions (toggled via "depthfx" var)
added support for "pulseglow" shaders in fixed-function mode
added "texscroll" command for scrolling texture slots
added cheaper/more-controlled glow/specular bloom (controlled via "glare" var)
scoreboard now always defaults to 2D, regardless of GUI settings (controlled via "scoreboard2d" var)
added "waterfallcolour" command to control coloring of waterfalls separately from water
added refractive waterfalls (controlled via "waterfallrefract" var, disabled by default due to cost)
added environment-mapped waterfalls (controlled via "waterfallenv" var)
added tethers that show who is capturing a base (controlled via "capturetether" var)
rewrote particle renderer to make it more extensible
rewrote world renderer to more efficiently batch draw calls
made lightmaps use a texture atlas to enable better batching of draw calls
locked physics at fixed rate of 200 Hz (no more variable rate)

Platinum Arts Sandbox 2.1 Completed

Better, debugged and easier to use menu (not that much easier :) )
More textures, and cool shaders are in effect too
More skyboxes
Better, and bigger and MORE example maps, most of hirato's can already count towards eye candy
a few modified models and code, quite a few contributed by gear
Heavily updated source, now with rewritten physics
PVS system with an updated map format
plenty of bugfixes

Platinum Arts Sandbox 2.0 To Do: (NOTE 2.0 was revision 89)
