Changelog
===========

STFBall_Beta3 Update [26.12.10]
---------------------------------------------------
Major Change: Ball Code restabilized and now named "The Natural Ball"

    * Critical Fix: The ball should no longer desync from the clients [Dark-Slayer]
    * Fixed: It was possible to hit the ball when the actor was behind the player. [Tiger]
    * Fixed: Lowered the Ball's mass. Should run a bit more cycles during its Dripple state. [Tiger]
    * Added: Ball now randomizes its thrust once hit, so it is never the same. [Tiger, and Dark-Slayer]
    * Fixed: Ball can no longer die. [Tiger]
    * Added: Added KEYCONF lump to resolve inaccurate Player Classes [Dark-Slayer]
    * Changed: Fists now corresponds with the Ball Code effectively. [Dark-Slayer]

Fix: No longer possible for players to play DM against each other [Dark-Slayer]
Deleted: Expunged DeHackEd! Everything is now in DECORATE!
Fixed: Fixed MAP04 skybox visual effect that caused an overlap.
Critical: Removed CORONA's from MAP05 as it was possible for every ACTOR to be hidden. A awful and poor texture will take it's place for an effect.
Change: Made two scripts 'Clientsided' and changed all 'NET' tags to 'ClientSide' This should dramatically save alot more bandwidth!
Fixed: The ball could not enter some areas in MAP04.


STFBall_Beta2 Update [9.9.09]
---------------------------------------------------
Major Change: Upgraded the Ball Code to "Ghastly_dragon Ball Code"! Which is alot more friendlier from both appearance and stability.
Changed: Made a few of the DECORATE items clientsided.
Fixed: Changed some LINEDEF properties to IMPASSABLE [MAP04]
Changed: The ball now spawns faster when you first access the map [MAP04]
Added: Added an Audeince to the map, since it was never done before. [MAP02]
Removed: Expunged an "SSG Marine" THING, since it has no value. [MAP02]
Added: Added TITLEPic, HELPPic, and CONBack.
Fixed: The pistol is no longer in the player inventory.
Changed: Changed the behavior of how the game is played from other Game Modes. If the game is played under Survival or Multiplayer Coop game mode, the client will be disconnected due to a setting failure from either the player or server.
Changed: Made a few scripts clientsided. (Back-port to 97d5)
Compress: Compressed contents to be smaller on data size.


STFBall_Beta Update [8.18.09]
---------------------------------------------------
Critical Fix: Updated Ball Code, to Voltlocks Ball Code [ http://www.skulltag.com/forum/viewtopic.php?p=159349#p159349 ]. This will also help prevent the ball from ever being broken.
Critical Fix: Fixed outdated script that would spam message upon having the game mode to TEAMGAME, even if it was set to true; This also caused the Scoreboard to never work.
Fixed: Changed a BIT MAP Image to PNG, to help resolve rendering issues that would cause THINGS to be hidden.
Fixed: Some of the Audience never worked [MAP04]
Critical Fix: Ball never spawned [MAP03 & MAP06]
Fixed: Some maps did not have Postkick supported.
Added: Added more Team starts (16v16=32) (Red & Blue)
Critical Fix: Changed properties to lines that needed to be set as IMPASSABLE [MAP04]
Minor Fix: Realigned a flat [MAP04]
Added: Disallow crouching. This will help prevent the ball from being broken at spawn if stacking players, and avoid map errors.
Changed: Skulltag episodes will never show, if selecting a new game from the player menu. Since the THINGS and TEXTURES can show oddities in Skulltag's stock maps.