Changes for May 18 release:

New entities: Baby-tux, RMS, Linus, Redhat Shadowman, Gnome, Suse, Zombie.
New death animations for most entities.
Included some perl scripts for making the images.
Bug fixes including incorrect damage handling for projectile weapons and the
constantly changing direction loop between client & server.

Jun 02:

New BSD entity.
Screenshots now work in menu, entity type is remembered by menu.
Makefiles fixed up.

Mon 17 Jul:

Fixed up timing bug which was causing a whole bunch of problems.
(also known as the can't connect problem)
Ability to re-enter game from menu and change player setup within game.
Weapon icons (by Dave the aspiring artist).
Changed the Bug entity so it's smaller.
Muzzle-flash effect.
2 new maps (GeekUSA and AI Test)
New weapon: a Rocket launcher!
Preliminary Enemy AI, contributed by Milo van Handel.
Lots of minor things/fixes etc.

October 19 (mailing list only release)
New map "Skyscraper", an example of a somewhat functional single player map.
We now have items we can pick up.
Weapons & Ammo function correctly.
Misc fixes/changes.

October 29:
Documentation on map, entity and weapon config file formats.
Map format now supports game mode specific entities.
Items respawn, with spawning effect.
Clients can now send text messages.
Improved death messages.
Fixed some buffers (statusbar, map) not being redrawn when needed bug.
Rabbits behave more normally now.

Nov 2 (mailing list only):
>8 directions per entity now works properly.
Spelling errors fixed up, thanks to Jason Spence
Added events to the map format.
Changed common map loading code to make it more robust. TOPLEVEL and EVENT
layers are optional, and will default to all empty if they are not present.
Added events and weapons to some maps.
Made changing levels work.

Nov 09:
The programs do not change directory, but instead use absolute paths.
Added more options to events (active, repeat, visible).
Clients entities now retain their weapons between levels.
Made some levels link up together to form some sort of a plot.
Game messages appear on client window.
Adjusted ai_face_target() to face closest target, not first one within range.
Can't pickup a weapon you already have in deathmatch.
Removed pickup weapon switch.
Added 16 direction BSD image.

Nov 09-2:
Found the segfaulting bug... I assumed some memory was empty after clearing it
with the sizeof the pointer rather than the size of memory it pointed to.

Nov 14:
Added powerups (tightarse tuesday, petrified natalie portman, bitrot, smp etc).
Adding ability for text to be written to the map. You can see this on
the new improved slashdot map.

Nov 15th:
Made ai shooting guns work.
Improved the slashdot map drastically, though it still needs a lot of work.

TODO:
Cut out images we don't need, standardise decent tileset tables etc.
balanced binary tree for quicker traversal of maptext, rather than linear list.
print messages properly on the client, ie center print, top print etc.
Preload entities and weapons (and icons) going into the map..
Objective set in map file, ie kill all CLASS X, finish level, keep CLASS X
or just yourself alive until timer runs out, press a button etc. 
Multilingual support, English, Spanish, Indonesian.
Menu change around, fork off a server to make it more userfriendly to start
a game, ie like Q3Arena.
Winning screen, frag counts, score, death screen etc.
Single and multiplayer scoring. Deaths in Single player.
Entity modes, ie attacking, instead of just touching you doing damage.
Generic tile ap editor (once XTux is done)
