BATTLEZONE 1.5.2 BUILD NOTES

Version 1.5.2.20
Released 2014-04-07

Stability
* Fixed a crash in the debug message that reported faces missing textures
* Prevent HoverCraft physics from probing off-map positions
	- This occasionally caused crashes in the terrain system
* Fixed a potential divide-by-zero in Targeting

Multiplayer
* FlagDisplay only draws flags for player-controlled teams
	- It no longer draws colored squares for AI-controlled teams
* NetPlayer can recover from (temporary) team number collisions
* Disabled "drawcoll" and "drawguns" cheats in non-Debug multiplayer
* Revised how kill messages look up player names
	- Should fix kill messages showing "Team <number>" instead of player name
	- Non-player teams will still appear as "Team <number>", of course
* Host sends an "assign team" packet to joining players
	- Host has more complete information about player teams
	- Should help prevent players ending up on the same team
* Allow much longer chat messages
	- Shell chat edit boxes allow up to 241 characters
	- In-game chat edit allows up to 240 characters
* Fixed a (rare) crash when the firer died before the sniper shell hit

Rendering	
* Apply brightness gamma to 16-bit and 32-bit textures
	- Makes them consistent with 8-bit textures (finally!)
	- Upconvert 16-bit to 32-bit if Texture32=1 in render.cfg
* Fixed crash when using 32-bit textures
* Increased vertex limit per face to 32
	- Allows some of the more complex custom models to work

Gameplay
* RemoteDetonator doesn't need permission to detonate :)
* SeismicWave uses sequence numbers to vary up shake
	- Prevents units from all moving the same way
* Updated AdjustedScrapCost and AdjustedPilotCost
	- Affect only the player's team in single-player
	- AdjustedScrapCost reduces scrap cost by 2 for Very Easy (versus 1 for Easy)
* Updated AI utility functions finding enemies/threats
	- Exclude "not enemy" instead of "friend"
	- Restores pre-1.5 behavior of ignoring neutrals
	- Also exclude indestructible objects
* FlareMine emits projectiles in a radially symmetric pattern
	- The original emitted projectiles in a distinct "fan" pattern
	- This is more noticeable with high shotVariance
	- Can reproduce the BZ2 "Death Fountain" (flare mine shooting poppers shooting blast)

Editor
* Fixed editor data from going off screen [Dx]
	- Edit Task data is easier to read
* Added UnitTask Follow Distance [Dx]
* Added engage range for the Gun Towers [Dx]
	- Edit Task shows white circle around Gun Tower when selected
	- Only Gun Towers show the engage range

File System
* Fixed file system sometimes returning the wrong version of an asset
	- It made LargeAssets=2 use the version of check.odf from bzone.zfs
	- How did this ever work?
* Main loop saves and restores the current working directory
	- This is a bit of extra protection
* LoadSaveGame functions handles file paths with '.' in them
	- Filename would be truncated at the first '.' after the first save

Shell
* Mission Archives screen shows planet description

Modding
* Path spawn checks that the requested ODF is a GameObject
	- Filters out non-GameObject ODFs (e.g. build.odf)
	- Eliminates some assertions in debug builds
* Added [BounceBombClass] bounceRatio property
	- Defaults to 0.5 (like stock)
* Added angular velocity accessors
	- SetOmega sets angular velocity in radians per second
	- GetOmega gets angular velocity in radians per second
	- These are the same units as turn rate values in ODFs
* Fixed Lua GetPosition for path/point arguments
	- It was trying to read from the wrong argument "slots"
* Added [AnimatedScrounge] Type4, Type5, Type6, and Type7
	- There's 8 slots so there might as well be a way to set them all

Single-Player
* Fixed some issues with "The Race Is On" (misn10) [Dx]
	- SetObjectiveName on SAV at mission start (overrides "Data Disk")
	- Forced ccaturret2 to deploy before defending

Sound
* Integrated AudioSys changes from BZ2
	- Shut down all sound channels before cleaning up OggManager
* Integrated OggManager changes from BZ2
	- Each Ogg stream thread gets its own critical section
	- ...not that this makes any difference for BZ1
