Version 1.0:
------------
- DoomGL should now be compatible with Voodoo2 mini-gl & Quake3 drivers (thanks to Nicolas Kalkhof).
- Dynamic lighting on the torchs (thanks to DarkFang of the Thrust project), use -noeffects to disable them.
- Clipping problems fixed (thanks to Thierry Van Elsuwe, author of the Doom Legacy GL project, for the tips).
 in doomrc.cfg:
	clippingquality		0, 1 or 2: 0 is the faster solution (lots of polygons missing)
								   1 is the default solution (some polygons missing).
								   2 is the slower solution (no polygon missing).
- PWADs compatibility:
	+ Tesselation errors now generates a warning instead of a fatal error, when you use a PWAD. Certainly, there will be holes
	in this sector. So you should edit it (removing the useless linedefs or adding the missing linedefs).
	+ Textures larger than 256x256 should now be visible on the 3Dfx cards.

Version 0.9:
------------
- Bullets holes and blood splash on walls.
	Use the "MaxImpacts" line in doomrc.cfg to set the max number of impacts on a single wall.
	!! WARNING !! Because of the impacts, the previous savegames don't work with DoomGL V0.9.
- Crash with one-frame MD2 interpolated animation fixed.
- Transparent MD2 supported.

Version 0.8:
------------
- MD2 replacement scripted. Please read the MD2.TXT file to know how it works.
	With this, you should be able to replace any doom object by any MD2 file !
	If you have the "Generations" mod for Quake2, I have included a _MD2.INI file.
		+ Rename it to MD2.TXT
		+ Extract the cyberdemon MD2 files in a MD2/CYBER folder
		+ Change the palettes of the skins (cd2000.pcx & weapon.pcx) to the doom palette.
	This cyberdemon is far better than the YPOD one !
- Interpolated animations supported (for smoother animations):
	Use "MD2interpolated 1" in doomrc.cfg.
- Bug in texture animations fixed.
- Weapon correctly displayed at the 512x384 resolution.

Version 0.71:
-------------
V0.71 is more a test for compatibility version than a new version.
- Minor optimization in the dynamic lighting code.
- sprcompr / sprfilter / filterdist switches removed.
- Compatibility with 3Dfx miniGL:
	* Everything works fine with voodoo1 card, except the MD2 monsters which have texture problems when they are far from the camera (not idea where it comes from).
- Compatiblity with 3Dfx Quake3 OpenGL drivers:
	* Everything works fine with voodoo1 card.
	* You need to add -fullscreen switch (even on voodoo1 & voodoo2 cards).
- Problems with invisible menus, weapons, monsters... should be fixed (alpha-test problems with some cards like PCI Riva128).

Version 0.7b4:
--------------
- Transparent walls bug fixed.
- Two ligthing bugs fixed. (the first crashed the game and the second put an invalid value inthe dynamiclighting option).

Version 0.7:
------------
- Dynamic (colored) lighting available:
In doomrc.cfg:
	* dynamiclighting 0: No dynamic lighting.
	* dynamiclighting 1: Vertices lighting.
	* dynamiclighting 2: Lightmap lighting.
	* MD2lighting 0: No dynamic lighting on MD2.
	* MD2lighting 1: Positional lighting.
	* MD2lighting 2: Vertices lighting.
	* monsterlighting 1: monsters missiles generate light.
	* playerlighting 1: player weapons generate light.
- Anti-aliased sprites now optional (it was by default in V0.6x: on some systems, the game was very slow):
	Use "smoothsprites 1" in doomrc.cfg.
- Scaled sprites bug fixed.
- Font/menus items display bug fixed (consequence of the filtering sprites).
- Switch animation bug fixed (re-useable switches).
- Sky radius has now a minimal value.

Version 0.65:
-------------
- MD2 rendering optimised (Each frame, the monsters were displayed twice!).
- Better sprites filtering (they look less "cut up").

Version 0.6:
------------
- 3D monsters added:
	* Use "useMD2 1" in doomrc.cfg.
	* Format is MD2 (from Quake2). Thanks to Mete Ciragan (http://www.clan.ch/mete/) whose MD2 viewer sources were very helpfull.
	* The models provided with DoomGL came from YPOD (http://www.planetquake.com/doom)
- Repeating switches bug fixed.
- Switch animation bug fixed (when the switch was lite at start).
- Scrolling texture bug fixed.
- Some texture mapping & wall rendering bugs fixed (transparent textures / misaligned textures).
- Another bug in sky rendering fixed.
- "No texture animation on some floors" bug fixed.
- Doom2/MAP22 tesselation error fixed.

Version 0.5:
------------
- Coronas on "light sources":
	Use "usecoronas 1" in doomrc.cfg.
- OpenGL optimisations: back-face culling, useless glClear removed...
- Always run key added:
	Use "key_alwaysrun <key>" in doomrc.cfg.
- Level name displayed in map mode.
- Weapon display bugs fixed ("Weapon displayed on the left of the screen",Z-buffer problem,weapon too low on hires).
- Bugs in sky rendering fixed.
- Texture animations bug fixed.
- Texture mapping on some walls bug fixed.
- "Dancing" sprites bug fixed.

Version 0.4:
------------
- Another bug in floor raisng/lowering texture fixed.
- Optimisations: 
	On lower systems, the few fps lose in look up/down should be recovered !
- Screen width/height now correct in fullscreen mode.
- Changing level in episode 4 doesn't crash anymore.
- Texture switches now works in episode 4.
- Anti-bug for E3M8 sectors 1 & 2 (non-closed...)
- Sky is now correct in episode 4.
- "PAUSE" displayed when game is in pause.
- Sound bug fixed (found in GLHeretic).

Version 0.3:
------------
- Gamma correction available (F11 like the original Doom)
- Flashs available (red when you take damage & white for bonuses).
- Bug in sky rendering fixed.
- Support for higher resolutions (need to be tested):
	Use -width & -height switches.
- Mouse look:
	Use -mlook command line switch.
- Joystick support:
	Use -joysty <sensitivity> switch to set joystick sensitivity. (default is 10)
- Colormaps for invincibility, radiation suit & full light available.
- IDCLEV cheat fixed.
- Ultimate Doom's Episode 4 now works.
- Bug in floor raisng/lowering fixed (example: bad texture in E1M2 where there is the chainsaw)
- Mouse look: Invert mouse Y axis:
	In doomrc.cfg, use: "invert_mouse 1"

Version 0.2:
------------
- Map from saved games updated.
- Finale screens available (to be tested...)
- Sprite orientation changed.
- Player invisibilty fixed.
- Screenshots (-devparm then F1)
- Sound & Music volume available.
- Doom 2 inter-missions screens don't crash the game anymore.
- Anti-bug for non-closed sectors...
- Textures animations should always run.
- Inter-missions screens in registered version.
- Bug in floor rendering fixed (E2M1 for example).
- Mouse support (not mouse look)
- Sprite filtering distance available:
	Command line: -filterdist <distance> (default is 0.012)

In the next releases:
* Joystick support.
* Debugging and optimisations.
* Improved keyboard handling.
* Support for higher resolutions.
* Look Up/Down.
* Mouse look.
* Dynamic lighting.
* etc.

Version 0.1:
------------
First beta version.
Normally every feature of the original Doom are present (except those I forgot).
But, most probably a lot of bugs are still present !

Here are the news:
- All fix screens should be there.
- Menus, Map, Status bar & messages are displayed.
- A lot of bugs have been removed.
Known problems:
* Mouse & joystick unavailable.
* Setting sound volumes from Doom unavailable. (you can use the windows mixer).

Version 0.08 (alpha):
---------------------
First version. Quick port of the GLHeretic engine to Doom.
Everything is there, except:
* Map.
* Menus.
* Fix screens.
Please keep in mind that a lot of bugs may occur.
