The New AirQuake2: (AirQuake2 2.0)
==================

+++v0.47+++
-----------
- gave rockets and bombs to all planes
- bot turnspeed is now also speed-dependent
- func_exlplosive/misc_explobox respawn delay set to 60-120 seconds (randomly)
- respawning func_explosive/misc_explobox now telefrags players
- misc_exploboxes now respawn after being killed 
- reduced number of debris chunks that are spawned after explosions
- fixed a bug that set wrong camera-position after getting into a parked vehicle
- fixed a bug that crashed the game, when LQM on parachute tried to change vehicle while
  still airborne
- fixed bug that allowed to recharge/select vehicle when using reverse (ie going backwards)
- minor bugs

+++v0.46+++
-----------
- func_explosives now respawn after being killed (after 10 seconds, will be changed!)
- should now work properly that func_explosives trigger other entities 
  (specify 'target' key!)
- bots now select the vehicle specified in the aq2bots.txt file (will later be enhanced
  so that they select their favorite vehicle only if the situation allows it)
- bots now spawn in a random order (unlike before where they spawned in the order they
  were entered in the aq2bots.txt file)
- minor stuff

+++v0.45+++
-----------
- added new cameracommand, which sets cameradistance to default-distance of the vehicle
  that you are watching (cmd "cam default")
- built in alternative movement for LQM (use control_method to toggle) - difference to 
  normal movement is that you have to hold down (repeatable!) increase/decrease in order
  to run forward/backward
- fixed a bug that made planes turn in opposite direction before turning in the
  desired direction
- LQM-spawning points (later also ground vehicles) can now be aerial - if it is aerial
  then the LQM/GV will start floating down on its parachute
- some work on (normal) plane movement
- minor bugs


+++v0.44+++
-----------
- fixed a bug that made game crash when a parachuting LQM pressed 'eject' when inside
  a trigger_recharge
- weaponbays open automatically when you press fire and close automatiacally 3 seconds
  after you have fired your last shot (but you can still open/close manually)
- weaponbays can only be opened when airborne
- fixed a bug that made planes turn the wrong direction in software-rendering when
  using the alternative control method
- number of bots per team now also shown in team selection
- LQMs can now shoot while jumping 
- bots_attack_* cvars now have to be set by the server in the cfg file
- fixed a bug where LQM could "walk on his head"
- fixed a bug that allowed planes to drop bombs on ground (after crashlandings)
- fixed an inventory error
- minor stuff

+++v0.43+++
-----------
- implemented cvar bots_attack_LQM (defaults to 1) that says whether bots attack 
  LQMs or not
- implemented cvar bots_attack_landed (defaults to 1) that say whether bots attack 
  landed planes or not
- fixed a bug where a neutral LQM got a weapon
- in teamplay bots now spawn on team-spot points (please test this thoroughly!)
- fixed a possible teamplay spawning bug
- fixed a bug that made freelook-camera upside-down
- bots now don't attack teammates and UN observers
- slightly increased plane maneuverability
- bots now can be spawned in teamplay
- increased maximum number of bots that can be spawned to 8
- reimplemented ironbombs
- reimplemented FFARs
- minor stuff

+++v0.42+++
-----------
- trigger_recharge now also reloads flares
- now the bug that made the LQM-jumping unworkable is _really_ fixed (oops)
- implemented cmd flare
- implemented fire commands for weapons other than autocannon (cmd fire and
  cmd beginfire and cmd endfire - the latter two are the ones used for the 
  repeatable secondary fire button, which needs to be set with an alias like
  alias "+attack2" "beginfire" and alias "-attack2" "endfire")
- further work on easy-plane-movement
- some code restructuring
- minor fixes

+++v0.41+++
-----------
- fixed a bug that made jumping un-workable after leaving a plane with
  speedbrakes extended
- fixed a bug that made LQM roll with the entity it is standing on
- implemented weaponbays (cmd weaponbay)
- LQM frames played backwards when walking backwards
- fixed a bug where LQM could walk upside down after ejecting into the water
- implemented easy flight mode (toggle with cmd control_method) - makes flying easier for
  beginners, but is limited (no loops, no rolls) - should work better for mouse-players 
- implemented cmd control_method (to toggle the way your vehicle is controled)
  NOTE: This is saved and adjustable for every category (plane, helo,...)
- minor stuff

+++v0.40+++
----------
- added a default camera-position that is used whenever you watch another vehicle - this will 
  minimize the need for changing cameradistance and -height. (Will be optimized)
- added sidestepping for LQMs (use rudder keys)
- LQMs can jump now (its not perfect, but hey this is Air-Q2!) - use the repeatable(!) brake for this!
- fixed some LQM-swimming and drowning bugs 
- fixed LQM floating above ground bug
- fixed LQM health problems (health now should stay _everytime_ you change vehicle - except
  sometimes when you "bleed", which is an round-off effect)
- minor stuff

+++v0.39+++
-----------
- some more work on LQM movement (better climbing abilities etc)
- implemented basic swimming for LQMs
- LQMs can now jump into the water without hurting themselves
- LQMs cannot go full speed under water
- LQMs on parachute now land on the surface of water and not on the bottom of water
- LQMs can now drown when too long under water
- made speedbrakes repeatable (use alias and cmds beginbrake and endbrake) - you can still
  use the non-repeatable brakes (cmd brake), while you use this the repeatable brakes dont work
- removed autocannon muzzle flash 
- minor fixes


+++v0.38+++
-----------
- LQM can no more walk on water
- injured LQMs can no more "recharge" by going into a plane and out again - instead they sometimes
  even lose a bit more health 
- bots can no more go underwater
- players now automatically get videomode-fix of server (this means that the player only
  has to press 'v' when he joins a server with a different videomode)
- bots now automatically get the videomode-fix that applies for the server
- when you watch a vehicle other than your the string "CHASE-CAMERA" will be displayed
- added a new cameramode ("cam ownvehicle") - returns your view to your own vehicle
- minor stuff


+++v0.37+++ 3rd public test
-----------
- fixed some respawning problems (hopefully)
- LQM on recharge spot cannot get a new vehicle when standing on his old one
- bots finding no spawn-points no more kills levels; instead it resets num_bots to 0
- fixed a bug that caused the game to crash when no vehicle is selected and user tries
  to set cam_x, cam_y or tries to turn on the GPS
- minor cleanup and optimization
- minor bugs

+++v0.36+++
-----------
- fixed a bug that didn't allow you to watch other vehicles (with prevcam or nextcam), when the
  first vehicle in the prev- or next-order was destroyed
- fixed a bug where water-landed vehicles didn't get destroyed (when pilot left the vehicle
  before it completed sinking and coming to a full stop)
- fixed a bug where a empty crash-landed plane (pilot has just ejected), that happened to get 
  airborne, kept flying forever (w/o pilot)
- LQM now moves with the entity that he is standing on (until this entity reaches a 
  certain speed)
- fixed a bug that didn't allow LQMs to get out of their plane, when plane was crashlanded
  on a recharge-spot
- fixed a movement bug of crashlanded planes (when lying on an elevator)
- added a server cvar "num_tracers" (to set the number of tracers for the autocannons)
- code optimization
- minor stuff

+++v0.35+++
-----------
- built framework for func_catapult and func_wires (not yet functional)
- fixed a bug that crashed game after loading a single-player savegame
- fixed a bug that crashed game when in single-player the console was
  opened while the loadgame-screen was open
- fixed a plane water-landing bug
- another code cleanup and optimization
- minor bugs


+++v0.34+++
-----------
- fixed a suicide-bug
- implemented a cvar "teamspots_only" - when set to 1 only maps with teamplay spots (ie
  spawn points with the aqteam key set to a team) can be used for teamplay, otherwise
  all maps can be used for teamplay
- enabled teamplay spawning (ie players spawn only on spawn-points of their team,
  neutral players can spawn on any point)
- bots can also telefrag now
- bots removed after level-end (in intermission-time)
- hopefully fixed level-change problems (after time/fraglimit) -> PLEASE TEST THIS!
- fixed telefragging problems (after vehicle-reselection on trigger_recharge)
- minor stuff

+++v0.33+++
-----------
- expanded vehicle capability flags (for carrier-ability etc)
- fixed a crash-landing bug
- fixed spawn-point problems in single player
- fixed spawning problem in single player (plane always was airborne)
- implemented HUD/MFDs for single player mode
- minor bugs

+++v0.32+++
-----------
- fixed a respawning bug that occured after vehicle reselection on a trigger_recharge
- built in telefragging (no more starting aerial over a runway spawn point)!
- improved bot-spawning (will no more spawn over runway)
- added cvar "num_bots_neutral" (to spawn bots for the observer team - these will be
  unarmed, un-aggressive neutral bots just flying around -> ideal targets for practicing)
  NOTE: Teamplay is not yet workable (you can only set it and select a team, but nothing more)
- built in inventory (cmd inven) - shows number of weapons and status (ie if damaged)
- slight code optimization
- minor bugs and improvements and cleanup

+++v0.31+++
-----------
- teams can only select the team-specific vehicles (before that every vehicle was possible
  for each team) - neutral team can select from all vehicles (but are not armed!)
- it is no more possible to change teams on respawn-points (only possible after death)
- vehicles in the neutral team dont get weapons (after all they are only "observers")
- trigger_radio is now team-dependent (set aqteam !)
- trigger_recharge is now team-dependent (ie you can now set the aqteam-key)
- some work on LQM-ejection
- reimplemented the Jammer (not workable yet)
- disconnecting from server now decrements number of players in the team
- minor bugs

+++v0.3+++
----------
- adjusted misc_vehicle (ie new planes enabled)
- reimplemented the following aircraft (three letter codes in brackets):
  F14 (111), F22(112), F16(113), F4(114), Su37(115), Mig21(116), Mig29(117), MiGMFI(118),
  Tornado(121), A10(122), F117(123), Su24(124), Su25(125), Su34(126)
  NOTE: The 12x (attack planes) codes will later change slightly (when VTOL planes are in)
  NOTE2: The vehicle data of those aircraft is not yet set properly
- completed vehicle selection code
- some code optimization
- minor cleanup

+++v0.29+++
-----------
- further work on vehicle selection (and related code)
- re-enabled suicides (cmd kill) until we find a better solution and until the major
  bugs requiring you to suicide are removed
- NOTE FOR MAPMAKERS: You can add a misc_camera entity and the camera will start at this
  spot when the level starts, I just checked this and it seems to work bug-free!
- minor stuff

+++v0.28+++
-----------
- continued work on vehicle-selection MFD
- spawn-points can now be team-specific again (team1 = 1, team2 = 2, neutral = 4)
- vehicle selection is now determined by the spawnpoints (also for teams), that means
  if there is no plane spawn point you cant select a plane (ie you can now limit one
  team to different vehicles than the other one)
- minor things

+++v0.27+++
-----------
- implemented new cvars for teamplay ("name_team1" defaults to "NATO", "name_team2" defaults
  to "Warsaw Pact" and "name_neutral" defaults to "UN Observer" )
- fixed a videomodefix problem
- built in some anti-cheat stuff
- reimplemented MFD screen (cmd inven) - brings up vehicle selection (if dead, only framework
  by now) or inventory (if alive -> not yet implemented)
- minor bugs

+++v0.26+++
-----------
- you can now pick up ammo!
- picking up health now works; health gives you 25% plus repairs up to 3 different damages
- reimplemented ammo_shells, ammo_bullets, ammo_rockets, ammo_sidewinder (sidewinder/stinger), 
  ammo_amraam (amraam/phoenix), ammo_bombs (ironbombs/LGBs), ammo_ATGM (Hellfire/Maverick), 
  ammo_smart(anti-runway/anti-radar), ammo_flares
  NOTE: Those ammo-items that have two weapons listed in brackets stand for weapons that are
	picked up as ONE of those weapons depending on what the vehicle has - vehicles NEVER
	have weapons of both sorts
- triggers should now work with vehicles/LQMs
- fixed a precaching problem
- fixed a scoreboard problem (not shown due to over-cleanup...oops :-))
- minor stuff

+++v0.25+++
-----------
- func_buttons, func_plat, func_doors now triggered by vehicles/LQMs
- autocannons do not so often inflict damage
- weapons now can be damaged (and repaired of course)
- autocannon ammo now limited (again)
- further work on new weapon-system
- trigger_recharge now reloads ammo as well
- minor bugs/features

+++v0.24+++
-----------
- reimplemented GPS (cmd gps)
- bots from time to time check their 6 o'clock position
- reimplemented old HUD, new one might follow later (not sure yet)
- further cleanup and polishing 
- built in a new weapon handling system:
  Now weapons are handled by the cmd "use weapon x" where x is a number from 1 to 4,
  that way you don't have to bind too many keys, and this will also make it easier
  for me to implement weapons in future
- built in weapon-cycling cmds "weapprev" and "weapnext"
- minor stuff

+++v0.23+++
-----------
- threw away unnecessary entities and variables
- LQM now always has his MP5 (ie fixed bug where he didnt have it)
- continued code-cleanup (this time really radically!) - should be more lag-friendly!
- minor stuff

+++v0.22+++
-----------
- got rid of useless cmds and cvars
- fixed a bug that kept bot from shooting when being attacked (even when it only
  was the wimpy LQM gun)
- finally removed sv_gravity
- further reduced probability of being damaged
- code optimization 
- another big code cleanup
- minor bugs

+++v0.21+++ - 2nd public test version
-----------
- reduced maximum speed of platforms/doors -> looks better and works better with
  AirQ2 physics
- quick fix: touching func_door func_plat and others with LQM/plane should no more
  crash the game -> this will be completed later
- implemented temporary cmd botscores to display the scores of the bots,
  this will be removed when the new scoreboards are done!
- implemented basic frag count, scoring scheme looks like this:
	LQM 		= 1 frag
	Plane w/o Pilot	= 2 frags 
	Plane + Pilot	= 3 frags
	Bot 		= 3 frags (=Plane + Bot)
  at a later time other things will affect score as well (crash, eject etc)
- implemented basic obituary
- slight navigational improvements for bots
- reduced probability of being damaged
- minor stuff
- reduced number of autocannon tracers for bots
- code cleanup

+++v.0.2+++ 
-----------
- bots got first basic combat skills (by far not finished)
- fixed bot spawning over runway bug
- fixed an LQM ejection bug
- fixed bot-bugs
- other minor bugs

+++v0.19+++
-----------
- reimplemented cmd aq2version 
- further work on bot-navigation - they are ok now
- bots now try not to be too predictable (now harder to follow them)


+++v0.18+++
-----------
- further work on bots (navigation)
- videomodefix, autocoord and autorollback now are saved and need not
  be reentered after each respawn
- LQM bug-fixes
- minor other fixes

+++v0.17+++
-----------
- fundamental changes to damage/death code (the way it is handled code-wise)
- first preparations for teamplay (code-internal)
- first preparations for bots
- implemented cvars num_bots, num_bots_team1 and num_bots_team2 (team bots dont work yet)
  NOTE: works only when deathmatch is set to 1 !!!
- crash-landing bugs (on terrain-change while crash-landing etc)
- minor bugs

+++v0.16+++
-----------
- fixed plane-flies-in-water bug (remaining water bugs are features ;-) )
- fixed LQM fall-rate
- parachute has to be opened manually when jumping off cliffs (still auto-opens on emergency-eject) - cmd eject
- reduced falling damage of LQMs
- removed cmd kill - suicides no more possible
- further work on LQM movement

+++v0.15+++
-----------
- more work on plane physics (started working on nose-up landings)
- slightly increased speed effect on elevator (ie less maneuverability when fast)
- little plane movement bug fixed
- LQM collision detection bugs fixed
- minor stuff

+++v0.14+++ - first public test version!
-----------
- basic LQMs - continued, more or less workable now, but not finished
- getting the F16 on the recharge-spot (when you have an LQM) is now possible
- some more work on crash-landings
- crashed planes explode some time after the crash
- bugtesting and -fixing for first public-test release
- reimplemented cmd zoom

+++v0.13+++
-----------
- basic LQMs - continued
- further work on misc_vehicles
- some more work on planes
- started working on cmd eject
- bugfixes and cleanup

+++v0.12+++
-----------
- basic LQMs 
- planes maneuverability now depends on speed !
- started reimplementing misc_vehicle
- preparations for vehicle selection
- other stuff

+++v0.11+++
-----------
- started working on completely new weapon-handling code (presently only basic autocannon, and for the
  time unlimited autocannon ammo)
- code restructuring and cleanup
- preparation of upcoming features

+++v0.1+++
----------
- you can now slooowly taxi your plane over terrain without losing health, but being too
  fast rips off your gear!
- cmd "cameramode" changed to cmd "cam"
- added two new cameracommands "cam_x" and "cam_y" which let you specify the x and y position
  of your camera relative to your vehicle (example: "cam_x 122" moves you 122 units behind your plane)
- cameramode fixes
- reimplemented oiltanks (misc_explobox)
- reimplemented clouds
- minor stuff

+++v0.09+++
-----------
- implemented misc_camera entity (start of level) - use this if you want your camera to
  be at a special place/look into a specific direction at startup!
- completely new spawn functions, spawn points should now be selected properly!
- minor fixes and stuff

+++v0.08+++
-----------
- added new throttle commands: increase and decrease now work as before (non repeatable), new is
  beginthrottleup, endthrottleup, beginthrottledown and endthrottledown which act as repeatable
  commands and are recommended to be used with a macro (see autoexec.bat)
- reimplemented trigger_recharge
- reimplemented trigger_radio and cmd contact_tower
- reimplemented object_tent, object_tree and object_tree_multiple
- optimizations

+++v0.07+++
-----------
- collsion detection fixes
- crash landing improvements
- damage fix
- minor stuff

+++v0.06+++
-----------
- plane-movement
- planes can now crash-land (ie without lowering the gear)
- planes can land on (flat) terrain - but lose health (except some special planes)
- thrust now adjustable in 10% steps and is REPEATABLE command !
- minor stuff

+++v0.05+++
-----------
- re-implemented cmd gear, brake, coord, roll and videomode
- plane-movement (unfortunately almost the same as the old one)

+++v0.04+++
-----------
- worked on player-disconnect
- added option "high" and "low" to cmd cameramode 
- added option "nextvehicle" and "prevvehicle" to cmd cameramode (use it to watch other vehicles)
- further camera-improvements
- further cleanups

+++v0.03+++
-----------
- implemented cvar "rollcamera" (shall camera roll with object or stay level?)
- reworked freelook cameramode
- added option "near" and "far" to cmd cameramode
- some more camera-improvment and fixes
- put in some test-movement (very basic, only angle-changes)

+++v0.02+++
-----------
- implemented cmds "freecam" and "lockcam" to be used with the aliases "+free" and "-free"
  for the freelook camera
- cvar missileview to turn allow/not allow it
- cmd cameramode implemented (camera not yet functional), argument one of:
  forward, back, left, right, up, down, next, prev, hull, turret, missile
- func_explosives enabled in deathmatches
- implemented func_runways; they now also have a "aqteam" key
- some more cleanup and preparations

+++v0.01+++
-----------
- got basic preparations done (setting up all the stuff)