Ace of Spades Beta 0.22 -added packet corruption checks to prevent crashes -attempt to send map out in chunks -implemented transfer window size limits -reworded some error messages -must be on rifle to reload -fixed minor player model warping at some angles Ace of Spades Beta 0.21 -added game version checks Ace of Spades Beta 0.2 -tweaked terrain generation -players now face the enemy side on spawn -Resolution can now be set in Config file -Default resolution changed to 1024x768 -fixed teamchange suicide button -fixed disappearing intel on teamchange -team scores now sent across network -fixed occasional mini-spade or mini-pickaxe -grenade pin sound is now positional -other players now make spade dig sound -occasional crouch animation corruption fixed -enemy CP no longer shown on map -potential HTTP IP Request fix -ironsights now checksummed -player models checked for correct dimensions -fixed handling of client quit in entry screen Ace of Spades Beta 0.1 -wrote fast player clipping with unstuck code -added realistic player movement/crouching/jumping/sneaking -fixed clock timer issues with friction and acceleration/velocity -rewrote floating block detection with 6-connectivity and special case breaks -added gravity and falling damage -added block damage memory -added pickaxe -added spade -added semi-auto rifle (with ironsights) -added grenades -added block placement -added color palette and world color sampling (rght-click!) -added stance/movement dependant recoil for weapons -removed png sky code (dynamic sprite skies coming soon!) -general optimizations (precalculations and multiplies to bit shifts) -added original game sounds -added original game models -added smooth animation system for player models -disabled mousewheel smoothing (unnecessary and causes control issues) -implemented efficient debris/grenade bouncing code (no estnorm() or cansee() calls) -added frame limiter (allows sound system breathe) -time synced more events to framerate -added zoom to sighted weapons -added grenade priming -more accurate grenade bouncing -added grenade world/player damage -implemented fast drawsquarefill() -rewrote view frustrum culling within game code to cut down animation calcs -implemented ammo counters and reloading (mining blocks gives you more) -remove ammoless weapons from HUD -reduced mapsizes to 512x512x64 (faster downloads, better gameplay) -added real-time in-game map -player/teamates/structures shown on map -moved rendering code after game code (fixes some lag) -lots of negative truncation fixes (including glpos.z) -rewrote game movement/animation code with networking compatibility -more accurate centroid calculation for floating pieces -skip fog calculations for HUD elements -added command posts that give health and ammo -game is now always active (can't pause multiplayer) -upgraded to Ken's latest winmain layer (evaldraw) -enabled some optimizations (16-bit color and windowed modes are out) -rewrote drawline2d without any floating point math -position and orientation precision reduced to float (reduce network traffic) -using cpu vars and functions from winmain -adjusted DirectSound variables to game scale -CTF gamemode added -implemented efficent sprite hitscanning based on bounding boxes -added vxl map wraparound -handled case where unexposed vxls are visible on map edges -added tracer rounds -added more 3rd person-animations -also blood -rewrote setcolumn functions with optimizations and wrap-around -added chat bar -implemented dynamic terrain/player lighting based on ambient occlusion -entire codebase converted strictly into C -allocated more variables on the stack rather than heap (please report any stack overflows) -settings stored/loaded in config file -tighter memory allocation -fixed boundary condition in circular arrays -decoupled rendering code for server implementation -restructered source so server and client share base code -integrated with master server -added installer -disabled key commands when in chat mode -server applies same color jitter as client now