11. Sep. 2005
- Time for 0.9.4!
- To have some more test material I converted the XG scripts of the first 3 
  Doom64 maps to FS. For that I also added some new functions and options.
- Fixed: Owner-less missiles could crash the game when trying to activate
  a shootable line special.
- Finished adding all Legacy FS commands and all quick tests done so far
  look good.


10. Sep. 2005
- Started adding the missing Legacy FS commands. Fortunately most is
  rather trivial stuff that should be easy to do.
- Added some rudimentary parsing of the level info block. The important
  options should work but don't expect this to be a perfect emulation.
  Some of it is being done too late to have any effect where it should.
  
  
9. Sep. 2005
- added a third timer to the HUD: It counts the time spent in the
  current level and is only visible in hubs.
- Finished adjusting the Eternity FraggleScript source. I can play
  the Eternity version of DSV4 except it seems that Eternity isn't
  handling Boom colormaps correctly. The maps were clearly designed
  for a different behavior. After checking with Legacy I noticed that
  it can't handle the colormap command properly either so I made it no-op.


8. Sep. 2005
- Fixed: Light types weren't transferred for associated lights.
- Fixed: Undefined dynamic lights weren't properly detected and crashed.
- Did a first quick FS check with Nimrod. Noticed that I had to modify
  the sound and music commands because the way they work is far too
  hard coded to Doom's naming conventions and are logically not aware
  of SNDINFO.
  For sounds it first checks whether a sound of that name already exists.
  If not 'DS' is prepended to the name and a new logical sound defined.
  For music it first checks for an exact name match. If that fails it
  prepends 'D_' to the name and checks again.
- Continued with FraggleScript. Most importantly cameras, moving floors
  and ceilings and light level changers are working now.


7. Sep. 2005
- Finished with the deep sector hack code. 
- Did some work on FraggleScript's t_func.cpp. Approx 15% of it are
  done and I can run some simple scripts.


6. Sep. 2005
- Started adding code to handle vanilla deep sector hacks like
  in Strain MAP21. It mostly works but still has a few bugs.
- Fixed: The GWA loader didn't set the subsector for minisegs.
- Added some fallback options to the OpenGL startup code so that
  it runs on older cards.
- Fixed: Hitscan decals didn't show on 3D-floor faces.
- Added support for sector action things in 3D-floor control sectors.


5. Sep. 2005
- Fixed: Before drawing any 2D stuff the fragment programs must be
  disabled.
- Changed DElevator to be aware of 3D floors
- Fixed several issues from adding hires texture support.


4. Sep. 2005
- Fixed: The depth fog menu option had incorrect parameter settings.
- Added support for Doomsday hires texture packs. Also added precaching
  for GL textures because loading the hires textures when needed causes
  quite noticable delays.
- Fixed: The r_drawplayersprites CVAR was ignored by the GL renderer.
- Added support for Hexen's standard fog table. This doesn't support
  custom fog tables though.
- Continued with FraggleScript. Loading/Saving and actor management are
  done. Actor management was particularly ugly and only possible by using
  some intermediate class derived from DObject to handle the automatic
  pointer cleanup.
- Fixed: The parser for Legacy's linedef color format was broken.


3. Sep. 2005
- Changed the horizon renderer again. Now it draws a large set of 256x256
  tiles across the entire level. I hope this solves all the fog issues I had.
- Changed ZDoom.wad to GZDoom.wad because some people tried to put both
  ports into the same directory. Now they can.
- Started with the integration of FraggleScript. So far it compiles and
  I can link but it doesn't work yet. I hope the memory management works.
  FS depends so heavily on the zone heap (which ZDoom has thrown away
  quite some time ago) that there are probably a few leaks that remain
  undiscovered. I hope it isn't too bad.
  
  
2. Sep. 2005
-fixed: Volume changes for streamed sound formats did not work because
  it didn't store the channel's ID.
-added some checking code to the GWA loader to verify the validity of
  the loaded GL nodes. If the first seg in one subsector is found to
  be a miniseg the nodes will be considered invalid now.
-added code that handles the absence of wglChoosePixelFormatARB because
  There appaer to be drivers which still don't support it.
-fixed: The horizon code did not check for invulnerability colormaps.
-fixed: The code that handles missing upper/lower textures by flooding
  the gap with a flat texture did not remove its rotation matrix from
  the texture matrix stack.


1. Sep. 2005
-fixed a bug in the distance calculation of ADynamicLight::LinkLights.  
-reverted to my original horizon code with a few changes. Drawing the
  entire plane with one large polygon caused fog inaccuracies.
-fixed: The portal initialization code forgot so save the view area.
-fixed: Flooding gaps caused by missing lower textures checked for the
  ceiling height instead of the floor height.
-added: Dynamic lights now affect the player's weapon sprite.
-fixed: Lighting actors with dynamic lights did not work correctly.
-fixed: Fog state check was done incorrectly resulting in fog not being
 switched off properly if required.
-added: 3D floors can now use transparent textures without screwing up
  dynamic lighting.
-fixed: Invalid light definitions were not removed properly.
-fixed: Decals smaller than 2 map units didn't get displayed properly.
-fixed: GZDoom was still using DECORATE code from the buggy 7.8. release of
  ZDoom .96x
-changed: Fullbright items under water no longer override the sector's color.
  Same for the player's weapon sprite.
-changed GL_FOG_HINT to GL_FASTEST because it appears to work better on ATI cards.


31. Aug. 2005
- fixed: The top sides of 3D floors were drawn one unit too low.
- added gl_depthfog CVar for graphics cards that have problems with fog
- fixed: The code that adds the missing segs left out by the node builder
  forgot to relocate all pointers to the old array.
  

30. Aug. 2005
- added gl_spriteclip option so that the user can specify how sprites are
  clipped to the floor.
- fixed: Translations must not map to palette index 0. 0 is always transparent.
- fixed: After purging all textures Doom's status bar must be reinitialized as
  well so that it can set up its background texture again.
- fixed some screen size issues regarding automap and alt_hud.
- updated thingdef_exp.cpp to the latest version