
(version 0.42)

Numerous warnings
and a compiler error
have now been removed.

This is a bugfix release.

Fixed a few silly warnings and one not-so-silly error which are new with gcc 4.3.  
(The code was always wrong; gcc 4.3 is the first compiler to notice)

Fixed a bug which caused the asteroid UFO boss to sometimes hide outside the level, making the level uncompletable.

Multiplied the cost of the scoop by infinity.


(version 0.41)

Here's an idea:
Provide an email address
that actually works.

Updated the author's email address.  
The really embarassing thing is that this change was the main motivation for getting 0.4 out.


(version 0.4)

To defeat bosses,
it's now necessary to
fire more than one shot.


Added a few more levels.

Hi-score table is loaded and saved properly.

Graphics improvements: ship rotation, ball and sink graphics are now a bit less horrible.
In fact, the ball is now making the rest of the graphics look bad.

Flyhard will now run in any reasonable resolution.
just use the new -r argument.  e.g. "flyhard -r800x600"

Added scoop weapon. 
Improved error reporting when loading levels.  (And when failing to load them, due to, y'know, errors.)
Level-dependent physics: gravity and air resistance can now be changed.

Changed the way damage is done by plasmoids and recking balls so that it's not
framerate-dependent any more.  This heavily nerfs the plasmoid - the big red
UFO boss will now require more than one shot to kill it.
(Recking ball is every bit as ludicrous as it was before)

Fixed a collision bug: Some arena tiles (ball source) can't be collided with but they did affect rebound direction calculation.  Hopefully collisions will be a little less crazy now. 

(version 0.3)

Direct rocket hits
now inflict damage values
greater than zero.

Fixed the Stupid AOE Bug: damage from area effects was based on the centre of
    the enemy - but some enemies, like the level 10 UFO, are so large that they
    can be *hit* by a rocket and yet not have their centre inside the blast
    radius, so they counted as outside its area of effect and took no damage.
    Doh!  Increased miner hitpoints so they won't chain-react now that damage
    is calculated better.

Fixed the problem with slowdown when lots of things were onscreen.
    Mover-scenery collision detection was unbelievably slow,
    because it was unbelievably stupid.  Fixed this by doing a quick test first.
    Slowness and stupidity are now back at believable levels.

Made it possible to load levels from text files

Made collision direction work better (hitting the diagonal tiles was particuarly bad)
    All collisions seem reasonable now except for jamming the ship into a corner, which 
    behaves rather strangely

Added some command line options (help, fullscreen, window, list directories)

Proper installation (make install now works)
(Use --enable-local-data-files to get the old non-installing behaviour back)

Added even more awesome weapons! (r.b.g, sniper)

Added fireworks to hi score table.  Apart from looking nice, this helps indicate change in 
    state (input->display)



(version 0.2)

./configure                           //dot-slash-configure
Now warns when things are missing;
not when they're installed.

Added sound!
Added hi-score table
Added screenshot generation (just press printscreen key)
fixed configure.in so it will actually detect missing dependencies and complain about them (instead of complaining if you *do* have dependencies installed)
Added scattershot weapon
Added more levels - there are now 10!
Removed a few of the more egregious hacks

(version 0.1)
No changes, because this is the first version!
