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HARDQORE 2
build 1.0.00 for Doom 3 1.3.1
Changelog documentation.

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A Doom 3 mod by the Atomic Armadillo Team. 

Team:
Revility:  		Artist
Ivan_the_B: 	Programmer
Neurological: 	Musician

official website address: http://www.hq.atomicarmadillo.com

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MOD DESCRIPTION:


If you wish to use anything here in your projects, feel free to contact us at my forums:
http://www.atomicarmadillo.com/forum

Cheers & Enjoy!
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Build history and comments:

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Version 1.0.00 
Date: 09.25.09

+Increased grenade launcher damage
+fixed some doors sliding through the walls in Wasted Hate map.
+Removed all locked doors and remover entities in map.  Player can now go back to previous rooms.
+New read me file finished.
+fixed music volume slider
+added the missing ammo types in item_backpack
+increased from 3 to 5 the default grenade ammo in the pickup and from 5 to 10 max ammo.
+Fixed a small bug for target tips that was happening when a second tip was turned on while 
	the first one was still shown.
+Added a console printf for "give all" and "give weapons" that says to spawn weapons with 
	the 'spawn' command. This is just to prevent someone from saying cheats are broken.

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Version 0.9.99 
Date: 09.14.09

+build log and read me file are now two seperate files.
+fixed and updated muzzle flashes & FX on many weapons.
+DB shotgun laser site is not shown while reloading
+fixed many behaviors and sound problems of weapons when sliding.
+all damage multipliers on enemies set to 1.
+modified give all and give weapons cheats to work properly with the mod.
+added binds for dropping weapons in main menu
+updated default config with drop bind
+doubled the amount of ammo for shotgun pick ups
+increased the amount of ammo for flame thrower pick ups
+increased the amount of ammo for machine gun pick ups
+updated default config with arrow keys support.
+Wasted Hate Updates:
	-Removed un-needed interact points
	+added more weapons around the map.  Added the pick axe, flame thrower, and grenade launcher
	-removed un-needed walls to stop sound clipping.
	+exit room lights turn on after pinky has been defeated.

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Version 0.9.98 
Date: 08.28.09

+Rail Gun Added.  Rail Gun = Red Laser Gun
	+Revility note: Increased rate of fire.  Decreased power.  Decreased ammo max.
+sliding move for player added.  press down & jump to perform a slide.
	while sliding a radius damage is fired every 0.1s (time can be changed in player.script). 
	This damage is defined by "damage_slide" in player.def.
	Revility note:  decreased damage from 50 to 25.  Added slide/pistol whip sound
+New sliding animation for player added.
+simplified version of Ruiner's full body animation simple added for sliding move.
+New main menu music added by Neurological. Remix of the Doom64 theme song
+New victory music added by Neurological.  Remix of the the Contra/Super C victory music.
*Wasted Hate updates:
	+Shortened Radio chatter even more before boss fight.
	-removed barrel from waste disposal area.  Was causing performance problems.
	+added a few more props at the start of the level.
	+Fixed all clipping issues on door frames.
	+added tip boxes about various things in the map to help the player.
	+Player can no longer go back after entering the elevator shaft.
+tip boxes fixed. They now work properly.
+Improved and fixed up wall jumping..
+added material "itemInteractHighlightShell" for highlight shell used by default by the interact-type items. 
	This is just to have a visual difference between things that require interartion and the ones that don't. 
	This one is red.
+greatly improved the "idDamagable" class. Now we have full control on damage, chain reactions, 
	"intermediate states" before the final break, debris for those "intermediate states"... 
	and more (see the testmap!).
+barrels can now drop items, like idDamagables.
+added "func_damagable_exploding_empty" used as ancestor for others func_damagable_*, 
	so that keys and their default values are declared only once.
+updated "idDamagable" room in the playground testmap.

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Version 0.9.97 
Date: 08.23.09

+condensed pak files from 3 to 1.
+fixed flame throwers sounds
+added func_forcefield_hq2 entity.  Same as the standard one, but with more keys to customize it for other use.
+fixed pick axe pick up bugs.
+updated play ground map with more examples.
+added Ivan's "smart AI" system.  monster_player_*
+fix last digit of kills counter being cut off in mission complete screen.
+new loading screen image for playground map
-lowered both medkits health amounts by 5.
+fixed a bug in idFuncSmoke (sometimes the jetpack smoke was shown when it should had not)
+item_armor_boots now calls start_double_jump()
+added wall jumping!
+added the "wallJump" key in player.def (which is the default setting, like "doubleJump")
+"wallJump" saved/restored across levels, like "doubleJump".
+added the following scriptEvent for idPlayer:
	void   wallJumpEnabled( float on );
+added the following functions in hq2_util.script:
	void start_double_jump()
	void stop_double_jump()
	void start_wall_jump()
	void stop_wall_jump()
+added trigger_force_movement_* & func_teleporter_force_movement that force the player to walk 
	toward their target (even on the same plane).
*Wasted Hate Map updates:
	+imps and zombies skip site animation
	+added more items to make the map less difficult.
	+added Final Elevator area description
	+recompiled the map to fix some path finding bugs with the ai	
	+removed turn floor decals.  Not needed anymore	
	+removed ambient noise in pre boss room so the radio chatter is easier to hear
	+added a new shorter of version of the radio messege before the boss fight.
	+added some breakables to the map.
*Added Breakable objects system.
	*Entities list includes:
		+func_damagable_exploding_base 1-3 -barrel sized explosion with medium sized debris
		+func_damagable_exploding_med 1-4	-medium sized breaks with medium sized debris
		+func_damagable_exploding_small 1-3	-small sized breaks with small sized debris
		+func_damagable_exploding_large 1-3	-large sized breaks & explosions with large sized debris
		+func_damagable_exploding_flesh 1-2	-medium gib and blood explosion
		
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Version 0.9.96 (PATCH)
Date: 08.07.09

+Mod name in mod select menu now says HardQore 2 instead of HardQore.
+The jetpack is now seen on the player when using it & includes particle FX.
*Main Menu updates:
	+re-ordered options & controls menus
		*Game Options:
			-Removed toggle run option. in_togglerun
			-Removed auto weapon switch. ui_autoSwitch
		*Controls Options:
			-Removed previous weapon bind.  _impulse15
			-Removed quick weapon switch bind. _impulse16
*Hud Updates:
	+fixed last digit of "time" in the stats box is being cut out
	+centered background image for weapon slot boxes
	+centered ammo info for weapon slot boxes
	+centered all large weapon pick up images & moved them below the player.
	+Fixed: Flame thrower weapon name fixed.  Was saying chainsaw instead of flame thrower.
	+changed jetpack power bar from yellow to dark orange

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Version 0.9.95
Date: 08.06.09

+Pick Axe weapon added
+Restored pushing & knock backs to grenade launcher & rocket launcher damage.  Rocket Jump Return!
+BUG FIXED: Picking up medkits now says med kit in Hud instead of Armor Shard.  *items.def wrong text string*
+Plasma gun now using spread2d firemode as default mode
+Bug Fix:  The default camera settings did not always set when running HQ2 for the First time.  player.def
+add in old school Unf! sound when pressing the use key
+added more dev documents
+added some of Ivan's pics for using the new features in dev documents.
-Lowered Chainsaw damage from 15 to 12.
*General Enemy updates:
	+decreased speed of most enemy projectiles so the player can jump over them
	+Imps & Hellknight fireballs now shoot straight
*General Player Weapon Changes:
	+New bullets sprites for Machine Gun, Shotgun, DB shotgun, ChainGun, pistol, and SMG
	+Adjusted BBoxes of projectiles.  Fixes un-natural collisions
	+Added more types of spread modes for projectiles:
			"fireMode"                              "3" 
			// 0 = DEFAULT: 3D spread
			// 1 = 2D_STEP_SPREAD: Turrican-style 2D spread
			// 2 = 2D_PARALLEL_SPREAD: Parallel projectiles. Spread is the offset.
			// 3 = 2D_RANDOM_SPREAD: like default but 2D
+Zsec changes:
	+machine gun zsec now fire only 4 bullets at a time
	+time between attacks lengthen
	+spread & amount of projectiles for Shotgun Zsec decreased
+Main Menu updates: 
	+Removed all extra level images & Text.  They have been commented out of the code
		*Files modified: newgame.pd, english_venom_menu.lang*
	+Fixed crouch bind option not working.
	+switched positions of aim up and mouse aim binds.  Makes more sense.
*Hud Gui
	+Revamp weapon icon boxes
	+fix sub machine Gun Large icon being squashed
	+added in proper icon & Name for Jericho 950 (Pistol)
	+Tweaked up jet pack and boss bars
	+Added Pick axe name and icons
	+automatically shows new icons when on an interact trigger or movement point in the bottom right corner
*Jet Pack updates:
	+Finished model texture
*SDK Updates
		+player turning is now instant
		+melee weapons now us a 3d hit box instead of a line.  This means they always hit the enemy
		+Beefed up idDamagable keys and options.  Can now use models, throw debris, have explosion lights, and much more.
		+weapons items are automatically picked up if we already have that weapon in a slot.
		+new entities "func_plat_w_target" and "func_plat_autorevert" that extend the behaviour of vanilla func_plat.
		+a new entity "func_proj_launcher" that fires the proj when triggered.
		+"skip_sight" key to skip sight animation.
		+freeCamera() and   forceCameraY( float ypos ) events for player now work and blend to the new pos.
		+there are also new entities "target_camera_free" and "target_camera_forcey" to do the same things in the editor.
		+Added the ability to change the player's skin on the fly like in Ruiner
		+while noclip is on up/down change the player's X position.
		+added the following new entities:
			+func_spring_hq2
			+func_plat_autorevert
				+func_plat_w_target
			+target_camera_free
			+target_camera_forcey
*Wasted Hate Map updates:
	+Added new land scape for starting area		
	+moved a few enemies and items around a bit

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Version 0.9.90
Date: 07.18.09

+Added zombie eating sound loop
+added 2 more types of toxic waste textures under water types.
+removed intro.gui
+added double jump boots item model and entity.  item_armor_boots
+added jet pack WIP model.  Jet pack entity has been updated with the new model.  
	*all versions of the model are located in models/hqprops/...
+doors.sndshd file modified.  Made all door sounds global.  Player should now hear most doors open, or close
+added blood spurting loop particle
+added PlayGround test map
+increased machine gun item pick up ammo from 30 to 50
+Zombies capable of running randomly, now run all the time.
+ammo pick up sounds are now global so the player can hear them.
+ammo pick up sounds for shells and clips now use a global shader instead of just a wav file
+added Loading screen for playground test map
+added wallrun animation for imp crawler
+Pinky monster update:  Made him more pink.
+added 6 glowing turn signal decals for use with the player moving around 3d space.
	*textures are located under textures/hq2/...
+Added the pistol in the weapon list. Its icon on hud still has to be added.
	+increased pistol damage from 14 to 15
	+uses a new type of ammo, ammo_magnums.
+Zsecs drop bullets instead of pistols.
+Pistol Zsecs now use the old player pistol firing sound just like the shielf zsec do
-Removed physics related tags for 2d clip.  Helps improve ragdolls
+added many more hqprops for quicker mapping
+Chapter 1 Boss music added
+added victory/map finished music chime place holder
+updated default.cfg file with new controls, and system settings
	+changed the default reload (interact) key from r to e.  Most games use the e key for the use button.
	+turned zoom toggling on by default. Default zoom settings bring the camera in to a range of 300
+added chain decal from Ruiner's newhell collection
+set sounds for almost all item picks to global so you can now always hear them being picked up.
*Wasted Hate map updates:
	+finished elevator shaft.
	+finished all the main scripting
	+added waste processing, waste storage, boss room and elevator exit
	+moved and changed item pick ups
	+added main objective for the level
	+added a few scripted events, and tip boxes around the map
	+added loading screen for Wasted Hate	
+Hud updates:
	-removed all bottom right hand corner images.  No longer needed
	+added images and info for weapon slots
	+added jetpack fuel bar on top right corner
	+added boss health bar on top right corner
	+removed stamina bar on bottom left hand corner.  no longer needed.
	+increased font text size, and changed screen position for secret found text
	+When triggering secrets, an audio sound will be played with the text
	+revamped stats screen text and graphics
+Mainmenu.gui/english_venom_menu.lang/v_mainmenu pd files updates:
	+added interact, zoom, new chainsaw bind and new crouch controls
	-Removed weapon list binds.  No longer needed
	-Removed un-needed game options
	-Disabled being able to select default doom3 levels.
	+added playground test map to main menu level select
SDK & gameplay changes:
	+fire mode key added to weapons
		0 = default
		1 = spread2D (see the plasmagun)
		2 = parallel spread (Spread defines the distance between them)
	+improved jumping controls
	+increased speed of weapon changing
	+increased crouch speed
	+changed aim down key to crouching when on ground
	+enemies will not attack the player off screen
	+added double jump ability
		*It can be enabled/disabled via scripts:
		*$player1.doubleJumpEnabled( 1 );
		*It is enabled by default
	+Player can now only carry 2 weapons at a time, plus the chainsaw
	+removed flashlight
	+chainsaw's new bind is _impulse0
	+added interact button.  Default bind is r.  This was the old reload key
	+added hq2/playground map to test out various new gameplay abilities.
	+added the ability to move the player in and out of the background & foreground.
	+added Interact triggers:
		trigger_interact_once
		trigger_interact_multiple
		Triggers their targets when player presses the "interact" button while touching them.
		"triggerFirst" key supported.
	+added Bossbar: Use the script function "show_bosshealth( $bossname );"
	+Added Jetpack: item_jetpack (it has the pda model for now)
		You can stop it by calling "stop_jetpack" with a trigger or script.
	+removed pm_thirdpersonup & go cvars
	+Added Smooth camera system.  The camera smartly tracks the player's movements.
			You can still lock/unlock it at a fixed Y position thanks to the functions (*not tested*):
			setCameraFree();
			setCameraFixedY( float ypos );
			They (and all the other ones ) are defined in hq2_util.script
			The old cvars are still there but useless. I'll remove them in the next update.
	+added new iditem class "idItemInteract."  These items can be picked up with the interact key
	+Spinning items are properly dropped even by enemies. Updated some defs for zsecs and others.
	+Commented out dodge attacks for monsters so they don't even try to do them.
	+Added the "func_mover_path": a func mover that follows a path along a chain of entities. 
		The cool thing is that it do all by itself. No need of scripting it. 
		It can also be started/stopped by triggering it and more... 
		(see the updated play ground map, where I also used few "target_mover_path" to create a path.

	
	
	
***Dynamic x position changing notes***
Player can dynamically change the X position: it's like there are different parallel horizontal planes on which 
player and monsters can play.  When player touches the new trigger "trigger_interact_change_x_pos" and presses 
the right aim up/down button, he is forced to walk to the new plane defined by the X position of the taget of 
the trigger.  Well it's more complex than this, but try the testmap and you'll see. 

When player is teleported its X position is automatically updated.
func_teleporter_fx --> plays the fx (default one is defined in the def) each time player is teleported there. 
func_teleporter_change_x_pos --> teleports the player, then it behaves like a  
"trigger_interact_change_x_pos" (only difference: movement cannot be aborted).


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Version 0.9.80
Date: 07.02.09
	
****First internal Beta build****
*SDK:
	+Turned stamina/running button into a walk backwards modifier
	+added music volume controls
	+added stats screen
	+increased the bounding box size for all most all weapon projectiles
	+added in x lock position for enemies
	+added the key "isXlocked" for monsters (1 by default). If set to 0 (last key in the editor) the monster works as in vanilla D3. 
	+item pulse: see key "nopulse" for items (0 by default). I had to comment out that key/val in many defs because it was set to 1.
	+stopped player from moving along x axis.  If they get knocked sidways, they will be pushed back. player.cpp
	+physics.cpp  stopped player from being pushed
	+physics_player.cpp  stopped the player from loosing control when hit
	+physics_player.cpp changed knockback value to 0
	+added aim up, aim down and and angle keys.
		*Note: Being able to shoot in angles is controlled via a new cvar. the cvar is g_mouselook
	+fixed aim: the problem was that now distance from muzzle to cameraview is a lot more than before... and this was making the game acting differently in a particular case.
	+fixed few things about controls/aiming styles... 
	+in case g_mouselook is 1 and we are aiming very vey high/low, now the mouse movement is able to turn the player left/right. 
		*Note: This makes aiming a lot easier when an enemy is almost perfectly above/below us.
+added hq2/test2d map to show how to set up music and a stats screen
+changed Doom's helmet visor from yellow to classic light/grey blue.
+increased the volume of many pick up items sounds.
+fixed plasma rifle light materials not having noshadows set on them.
-removed pak555.pk4  This was an un-needed pak file
+Fixed: flashlight alt fire bug with shotgun.  There was suppose to be no flashlight attached
+Fixed: Removed zooming when holding down the alt fire key with the rocket launcher
+added invisible collision boxes to almost all enemies to improve hitting them.
+updated default config with aim up and aim down button binds.
+Fixed default rocket launcher bind not working. default config
*Main Menu updates:
	+added first level "Wasted Hate" to new game level select.
	+added new binds for aiming up, aiming down, and toggling mouse aim
	+removed, commented out, all un-needed controls
	+re-ordered controls menu
	+added all the missing bloom options
	+added missing mouse sensitivity, and music volume controls under Game options page 2
*Wasted Hate map updates:
	+added new music system support
	+added secret trigger for shotgun room
	+added camera locking support
	+Almost finished detailing elevator shaft
	+Fixed railings in Main lobby area.
	+moved health pack around to increase the difficulty
	+fixed: GUI's above doors not displaying the proper names
	+fixed: Added location name for elevator shaft section
	
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Version 0.9.60
Date: 06.20.09
	
	
-flashlight skipped when scrolling through weapons.  Is this weapon even needed?	
+fixed Sub Machine Gun not launching projectiles from barrel properly
-reduced amount of light given off from plasma rifle projectiles to help performance.
+fixed plasma rifle lights and muzzle flash not using the faster light materials
-Reduced global burnaway time for all monsters from 20 to 5 to help performance
-Reduced gibhealth for zombie base def from 200 to 100 to help performance
+fixed BFG Damage not working properly.
+added new skins for fuel barrel props.  colors include green, orange and black
+added faster lighting material for BFG's charging up light.
+SDK Updates: 
	+disabled crouching changing the camera's height.  PLAYER.CPP, syscvar.cpp, syscvar.h
	+added in cvar to stop the camera moving vertical. pm_thirdpersonup	
	+added in cvar to stop the camera moving horizontal. pm_thirdpersongo	
	+default pm_thirdpersonheight increased from 40 to 50
	+default pm_thirdpersonrange increased from 300 to 350.
	+stopped bobbing from causing the screen to move slightly while running & jumping & landing. player.cpp
	+modified sliding and pushing of the player physics.  Tried to reduce it.
+added in 3 classic doom songs by Neurological
+added in a few guis for use in mapping
+added in a couple of props for mapping.  All of them are located under the HQprops folder
+fixed machine gun zsecs dropping the wrong weapon upon death

TO DO:
+added first level of the mod: Wasted Hate by Revility
+Added updated version of Red Uk's map
+improved hitting enemies with projectiles.  Create collision boxes?
+modified AAS for all enemies.
+Main Menu updates:
	+added red & rev's levels into level select screen

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Version 0.9.50
Date: 05.30.09

-remove showing clip count for weapons in hud.  done for all except DB shotgun
*Pistol updates:
	+pistol replaced with original D3 Sub Machine Gun.
	+old pistol code and assets are still in the mod just incase.
	+SMG uses pistol/bullet ammo
	+SMG damage lowered from 9 to 5
	+default weapon is now SMG, not fist.
	+limited range of projectile to nearly the edge of the screen
	+changed projectile beam to a model. the model is drawn more
	+added item_submachine gun for weapon pick up use
	+removed reloading from SMG
+limited range of projectiles to edge of screen for shotgun, DB shotgun, & machinegun.	
+many weapon idle animations for player model have been replaced with the aim animation.  This helps aiming greatly.
+limited range of projectiles to edge of screen for BFG, rocket launcher, plasmagun, chain gun & grenade launcher.	
+changed projectile beam/tracer to a model for the machine gun, shotgun & DB shotgun. the model is drawn further
+fixed console warning about duplicate lines in grenade launcher.def
-removed unused and empty hq2items.def file
+modified player model's textures. changed textures and added gloves to give it a classic look
+replace player model's head with classic doom marine helmet
+DB shotgun range reduced more than regular shotgun. Power VS distance balance 
*HUD updates:
	-SubMachineGun icon added
	+modified hud for chainsaw replacing the fist
	+added ammo counter support for the flame thrower
	+added new machine gun weapon icons
	+added grenade launcher name into hud
	+added flame thrower slot and name to hud
	+pistol renamed sub machine gun
	+added flame thrower icon
Added laser sites to the following weapons:
	+sub machine gun, machine gun, chain gun, BFG, grenade launcher
	+plasma gun, rocket launcher, db shotgun, flame thrower, rail gun, shotgun
+New weapon added: Flame thrower.  Close quarter combat weapon
+added new ammo type for flame thrower: ammo_fire
+adjusted max ammo amounts the player can carry.
+adjusted ammo amounts weapon items have on them, and low ammo amounts
+back packs: added support for fire ammo
+removed various un-used movment binds from main menu options.
+updated default config with modified weapon slots and quick weapon switch button
+updated main menu with new weapons, movement binds, removed reloading, and added quick weapon switch
+rocket launcher, grenade launcher and BFG no longer hurt the player.
+added blue flames which shoot out of the side of the plasma gun's TP model.  This is same as the FP model
+Replaced fist with chainsaw
+raised cacodemon health
+raised archvile health
+Added Red_Uk's test map.  maps/hq2/Red1
+removed running, changed walk speed to running speed.  changed run animations to same as walking/jogging.
+raised pinky health
-lowered chainsaw damage because it is now a starting weapon
+adjust thirdperson height to 50 from 40
Enemy adjustments:
	+shotgun zsec now drop new item_shotguns
	+pistol & shielf zsec now drop bullets instead of pistols
	+machinegun zsec now drop ammo clips instead of MG guns.
	+Chaingun commandos drop new item_chainguns
	+Sawyer zombies drop new item_chainsaw

------------------------------------------------------------------------------------------------------------------------
Version 0.9.00
Date: 05.23.09

+when pressing forward, the player automatically faces that direction.
+when pressing backward, the player automatically faces that direction.
+adjusted thirdperson camera height, range, and angle for 2d gameplay.
+added in support for thirdperson hud.
+Added in custom default config file support to sdk.
+added in custom config which changes controls.
+added in increased imagecache megs to custom config.
+disabled mouse changing directions/turning.
+Mod has been built off of the Denton source code.
+removed cross hairs
+increased default jump height
+increased movement speeds
+SDK: reverted all physics back to vanilla D3 physics.  This helps stop the player/actors from getting knocked around.
+SDK: disabled the player getting knocked around while standing on top of an enemy
+SDK: Removed denton's useammo modification which made it for clips only.
+Removed knockback, push, and kicks from all types of damage.
+changed crouch view camera
+add in heat haze mod
+added collision box to player model.  Same size as spawn box in editor.  bound to origin joint
+add in ambient light fix mod
+removed falling damage for player
+modified crouch animations.  walk forward and backward.
+removed export fred type of code from weapon def files
+added tracers to shotgun, and double barrel shotgun
+set launchfrombarrel to 1 on all weapons
+increased default mouse sensitivity
+added in noshadows to muzzle flashes and enemy fireball attacks to increase performance
+add in better visportal editor preview
+added water material and textures
+item pick ups now float and bob in the air.  Items include armor, health, keys, pda, etc.
+ammo pick ups now float and bob in the air.  
	*DEV NOTE: ammo pick ups names all start with ammo_*  These should ALWAYS be used for finding ammo.
+item pick ups for all weapons added.  These new items float and bob in the air.
	*DEV NOTE: weapon pick up names are item_*.  These should ALWAYS be used for finding new guns.
+modified player model.  Removed parts not needed and shrunk down parts of mesh
+changed player model's armor color to dark grey
+adjusted machine gun, and pistol spread.  Set both to 0.
+Revility mod's old school imp skins added
+Hud updates:
	+Ammo counter now shown for machine gun, grenades, chain gun, plasma gun and BFG.
+Revility mod's old school lost soul skin & model added
+added Revility mod's random running zombies in
+added in 2d clip brush which blocks player and monsters.  Textures/common/2dclip
	*DEV NOTE:  This is useful for clipping an area where enemies (like Zsecs) & the player are the same size.
+All first person weapon textures are no longer drawn
+added 6th Venom's High Quality main menu replacement.
	+replaced id tech 4 logo with Atomic Armadillo logo
	+replaced id symbol on menu with AA symbol.  This activates the credits.
	+replaced doom3 logo with HQ2 logo
	+modified mars model, texture and material.
	*BUG NOTE* credits menu will currently cause the new logo to get squashed
+SDK: Added launchfrombarrel fix by Ivan. Projectiles will correctly fire out of a weapon's barrel in thirdperson.
	+Note:  A joint named barrel must be found on a weapon in order for it to work correctly.
+Pistol updates:
	+revility mod firing sound added
	-decreased denton's firing speed.  Closer to original.
	+new thirdperson model added
	+removed reloading
+Machinegun updates:
	+revility mod firing sound added
	+Z-Hunter machine gun model and textures added
	+new idle animation for new TP Machine gun model.  Fixes barrel position.
	+removed reloading
	+new pick up model added to reflect new Thirdperson md5 model
+shotgun updates:
	-decreased spread from 22 to 18
	+revility mod fire and pump sounds added
	+removed reloading
+Chain Gun updates
	+changed TP chain gun model color from yellow to silver
	+increased ammo clip amount from 60 to 99
	+Added revility mod firing sound system
	+Decreased damage and increased spread and increased speed
	+Decreased warm up and down times
	+increased thirdperson model size greatly.  Removed barrel surrprent and added new parts to body.
	+new thirdperson model animations added. Fixes barrel & muzzle flash positions.
	+added red laser site to TP model
	+removed reloading
	+new pick up model added to reflect new Thirdperson md5 model
	+player model now does idle animation instead of fire.  improves aim greatly.
+Plasma Rifle updates
	+increased glow amount from 8 to 260
	+added revility mod firing sound
	+Side vents on thirdperson model now glow.  Added glow texture to material
	+Thirdperson model now gives off small light source
	+removed reloading
+Grenade/Grenade Launcher updates:
	+added Revility mod's Grenade Launcher
	+updated GL code with denton enhancements
	-removed revility flashlight code from GL's script
	+intergrated Denton's grenade projectile visuals.
	+removed reloading
	+added new grenade launcher TP model
+rocket launcher updates:
	-decreased amount of damage rockets do to player from .2 to .1
	+removed reloading
+BFG Updates:
	+added particles effects and lights when the BFG is charging it's attack for thirdperson model
	+removed reloading.  Code had to be modified more than the other weapons for it to work.
	
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KNOWN BUGS:

Black or Missing Textures:
If your using an ATI card, some textures may appear black on the new content.  This is a DDS file issue.  I have heard,
but been able to confirm, that updating your ATI graphic card drivers will correct this issue.

Any othe problems or issues, please post at my forums: 
http://www.atomicarmadillo.com/forum

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Notes:

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The build number read as follows:
example build; 0.1.23
0 = public build. Very rare to exceed this number unless enough changes were there that it could almost be called a sequal.
1 = milestone release.  Big changes happened in the build, or a ton of important ones. These builds should pretty solid at the time.  Its like we reached a development goal.
2 = major build.  This is the typical build number.  A decent number of changes happened.
3 = minor build.  This is a very small build addressing a few small problems or only a couple of major ones.

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