GAME CODE CHANGELOG

Date:   Thu Jan 30 20:38:04 2020 +0100
    - Bump to version 0.20.2

Date:   Thu Jan 30 20:33:14 2020 +0100
    - Working mouse light control

Date:   Thu Jan 30 19:45:14 2020 +0100
    - Added support of roaming NPCs collisions

Date:   Thu Jan 30 08:58:39 2020 +0100
    - Added an exit confirmation screen

Date:   Sat Jan 25 21:13:34 2020 +0000
    - Fix on PIO platforms, we can assume that a controller needs
      to be configured right away if no configuration is
      available on startup, without knowing for sure about
      device ids

Date:   Fri Jan 24 08:58:15 2020 +0100
    - Axis threshold config menu display overflow fix
    - Fix of wrong initialization of both axis threshold and
      inversion current values in their respective menus

Date:   Thu Jan 23 23:43:36 2020 +0100
    - Added a new gamestate to handle automatic controls
      mappings setup on startup if no configuration is
      available
    - Filtered out all unused virtual controls

Date:   Wed Jan 15 17:43:28 2020 +0100
    - Bump to version 0.20.1
    - Fix : when built upon PIO, controls need to be initialized
      before loading controls settings, otherwise their settings
      are overwritten with default values
    - Updated copyright

Date:   Sun Oct 13 15:38:42 2019 +0200
    - Header include fixes

Date:   Sat Aug 3 12:57:27 2019 +0200
    - Bump to version 0.20.0

Date:   Sat Aug 3 12:54:58 2019 +0200
    - Integrated new animated NPC

Date:   Thu Jul 25 23:36:22 2019 +0200
    - Bump to version 0.19.7 after the editor

Date:   Thu Jul 25 22:20:55 2019 +0200
    - Bump to version 0.19.6

Date:   Thu Jul 25 22:19:14 2019 +0200
    - Bugfix : now properly keeping light sources unaffected by
      darkness and dynamic lighting

Date:   Thu Jul 25 22:17:53 2019 +0200
    - Added a new detached torch light sprite

Date:   Tue Jul 16 00:26:27 2019 +0200
    - Now consistently set the proper animation when switching
      light types, or switching them on/off

Date:   Sat Jul 13 20:33:29 2019 +0200
    - Bump to version 0.19.5

Date:   Sat Jul 13 20:32:32 2019 +0200
    - Consistency fix : properly run on-item-removed callbacks
      when items are used up during crafting

Date:   Sat Jul 13 20:31:43 2019 +0200
    - Now effectively providing the player with feedback when the
      game is saved and items are picked up (those were the first
      good use cases)

Date:   Sat Jul 13 20:30:20 2019 +0200
    - Added support of a lower-viewport HUD message for player
      actions feedback (game saved, items picked up...)

Date:   Sat Jul 13 17:08:41 2019 +0200
    - Bump to version 0.19.4 after the editor

Date:   Sat Jul 13 14:44:22 2019 +0200
    - Bump to version 0.19.3

Date:   Sat Jul 13 14:43:40 2019 +0200
    - Now supporting the lighter as an available light source

Date:   Sat Jul 13 14:17:41 2019 +0200
    - Bump to version 0.19.2

Date:   Sat Jul 13 14:17:03 2019 +0200
    - Added support of light durability / item quantity display
      in the status interface (only item quantities are shown for
      now as light durabilities are not yet implemented)

Date:   Sat Jul 13 08:37:03 2019 +0200
    - Bump to version 0.19.1

Date:   Sat Jul 13 08:36:52 2019 +0200
    - Now displaying the tiles of the collision layer in dark
      when the light is on and on top of the light layer, to
      give a sense of depth to the scene

Date:   Fri Jul 12 09:16:51 2019 +0200
    - Added TODO list as comments in the main source module

Date:   Fri Jul 12 09:16:32 2019 +0200
    - Bump to version 0.19.0

Date:   Fri Jul 12 09:16:17 2019 +0200
    - Now displaying the character sprite on top of light
      rendering layers so that it's not affected by lights
      (darkening is taken into account nonetheless by separate
      logic)

Date:   Fri Jul 12 09:15:14 2019 +0200
    - Added support of darkness-forbid action spot flag

Date:   Fri Jul 12 09:14:38 2019 +0200
    - Now detecting items within range of lights, depending on
      their type
    - Now affecting NPC within range of lights, depending on their
      type
    - Added functions to allow action spots or not depending on
      whether the player is within range of lights or not

Date:   Fri Jul 12 09:11:38 2019 +0200
    - Added per-light types light range overlap computation
      functions

Date:   Fri Jul 12 09:09:56 2019 +0200
    - Now darkening the player sprite if in darkness with a
      light on

Date:   Thu Jul 11 01:00:08 2019 +0200
    - Added light control using the right analog stick

Date:   Thu Jul 11 00:59:26 2019 +0200
    - Cleaned up the light API

Date:   Thu Jul 11 00:58:21 2019 +0200
    - Now displaying phone and flashlight using rectangles and
      circles as a new approach

Date:   Thu Jul 11 00:56:32 2019 +0200
    - Installed TODO list in the main module for easy reference

Date:   Sun Jun 23 00:36:32 2019 +0200
    - Bump to version 0.18.0

Date:   Sun Jun 23 00:33:17 2019 +0200
    - Added support of device id + input mapping preset settings
      in options
    - Raised the sprite budget for HUG graphics buffer up to
      1000

Date:   Tue Jun 4 22:12:52 2019 +0200
    - Bump to version 0.17.1

Date:   Tue Jun 4 22:12:11 2019 +0200
    - Async render of items on status screen pages
    - Bugfix : now items are also properly visible when
      selected for use

Date:   Tue Jun 4 21:55:00 2019 +0200
    - Bugfix : display item icons on lightstore status page
    - Bugfix : use proper item model for each light displayed
      on the lightstore status page

Date:   Sun May 12 21:39:10 2019 +0200
    - Bump to version 0.17.0

Date:   Sun May 12 21:36:56 2019 +0200
    - Merge branch 'npc-behavior'

Date:   Sun May 12 21:36:41 2019 +0200
    - Fixed the nemesis behavior

Date:   Sun May 12 21:36:20 2019 +0200
    - Adjusted the area of effect for NPCs on player

Date:   Sun May 12 17:30:05 2019 +0200
    - Another way to deal damage, over time

Date:   Fri May 10 08:34:24 2019 +0200
    - Now triggering the game over state depending on the player's
      damage ratio value

Date:   Tue May 7 14:10:10 2019 +0200
    - Quick implementation of item icons display on the
      status interface
    - Import of item icons data from a single image

Date:   Tue May 7 00:16:32 2019 +0200
    - WIP for player damage mechanics

Date:   Mon May 6 12:22:32 2019 +0200
    - Added basic light-chasing behavior and energy charging to
      NPCs

Date:   Tue Apr 9 22:51:02 2019 +0200
    - Bump to version 0.16.6

Date:   Tue Apr 9 22:48:17 2019 +0200
    - Made items appear and be pickable when lit only

Date:   Tue Apr 9 22:46:31 2019 +0200
    - Consistency check between update calls (tell API update)

Date:   Tue Apr 9 22:44:26 2019 +0200
    - Updated development years in the pregame source module

Date:   Tue Apr 9 22:43:52 2019 +0200
    - Clarified left-over standard output numbers

Date:   Sat Feb 16 18:31:17 2019 +0100
    - Crashfix : wrong size for local array (should have been
      consistent in the whole mapping format function)
    - Updated copyright info
    - Bump to version 0.16.5

Date:   Wed Oct 10 01:15:09 2018 +0200
    - Bump to version 0.16.4 (bugfix on the editor program)

Date:   Tue Oct 9 22:52:00 2018 +0200
    - Bump to version 0.16.3

Date:   Tue Oct 9 22:51:28 2018 +0200
    - More HUD buffer room for credits text

Date:   Tue Oct 9 00:08:33 2018 +0200
    - Bump to version 0.16.2

Date:   Tue Oct 9 00:08:03 2018 +0200
    - Bugfix : initialize the storyboard before restoring saves
      so that saved information is not overwritten

Date:   Tue Oct 9 00:07:02 2018 +0200
    - Bump to savegame format version 0.4.0
    - Now including storyboard information in savegame files
      (phase, script index and game time)
    - Now properly restoring storyboard state from savegame
      files

Date:   Mon Oct 1 22:20:07 2018 +0200
    - Merge branch 'bugfixes'

Date:   Mon Oct 1 22:19:45 2018 +0200
    - Bump to version 0.16.1

Date:   Mon Oct 1 22:19:10 2018 +0200
    - A better lighting transparency fix

Date:   Mon Oct 1 22:18:50 2018 +0200
    - Switched all relevant draw calls to asynchronous mode

Date:   Sat Sep 22 23:03:59 2018 +0200
    - Fixed some transparency issues

Date:   Sat Sep 15 01:20:43 2018 +0200
    - Merge branch 'release-0.16.0'

Date:   Sat Sep 15 01:19:51 2018 +0200
    - Bump to version 0.16.0

Date:   Sat Sep 15 01:17:18 2018 +0200
    - PIO compatible version !

Date:   Mon Aug 20 18:37:28 2018 +0200
    - Merge branch 'release-0.15.0'

Date:   Mon Aug 20 18:37:16 2018 +0200
    - Bump to version 0.15.0

Date:   Mon Aug 20 18:36:43 2018 +0200
    - Merge branch 'tilemaps-api' into 'release-0.15.0'

Date:   Mon Aug 20 13:38:30 2018 +0200
    - Completed the stage API rewrite to rely completely on the
      Legacy library's tilemap API

Date:   Sat Aug 18 10:57:51 2018 +0200
    - Partial rewrite of the stage module to stop relying
      directly on the tmx API

Date:   Sun Jul 29 00:38:13 2018 +0200
    - Merge branch 'release-0.14.0'

Date:   Sun Jul 29 00:37:59 2018 +0200
    - Bump to version 0.14.0

Date:   Sun Jul 29 00:36:49 2018 +0200
    - Set the light control virtual key to B
    - Renamed the controls option

Date:   Sun Jul 29 00:35:21 2018 +0200
    - Removed the old analog axis invert options

Date:   Sun Jul 29 00:34:55 2018 +0200
    - Fix : avoid analog axis inverting saved setting to be
      discarded on startup

Date:   Sun Jul 29 00:33:48 2018 +0200
    - Rewrote the controls menus so that they rely on the
      Legacy menu API

Date:   Sun Jul 29 00:04:28 2018 +0200
    - Support of late initializing game controllers on startup
      (PS4), and hotplug of instantly initializing ones
      (XBox360)

Date:   Sat Jul 7 13:51:20 2018 +0200
    - Merge branch 'release-0.13.0'

Date:   Sat Jul 7 13:51:09 2018 +0200
    - Bump to version 0.13.0

Date:   Sat Jul 7 13:19:09 2018 +0200
    - Fixes for the light selection screen state
      (especially on startup)
    - When restoring the player's light, actually use the
      current light and not a hardcoded torch light

Date:   Sat Jul 7 13:17:35 2018 +0200
    - Support storyboard events and stage action spots that
      affect daylight

Date:   Sat Jul 7 11:40:17 2018 +0200
    - Added light data to the savegame format (bumped to
      version 0.3.0)
    - Now saving and loading information about current light,
      and whether or not the player's light is enabled

Date:   Sat Jul 7 11:31:18 2018 +0200
    - Display status page names

Date:   Sat Jul 7 10:14:49 2018 +0200
    - Initialize the lightstore content depending on what
      the inventory contains

Date:   Sat Jul 7 09:58:56 2018 +0200
    - Enable/disable current light with a button press

Date:   Sat Jul 7 09:58:15 2018 +0200
    - Removed remains of initial inventory tests code

Date:   Fri Jul 6 23:56:26 2018 +0200
    - Allow selecting a light among those available and
      setting it as current

Date:   Fri Jul 6 21:25:41 2018 +0200
    - Add/remove lights found as items in the game
    - Removed the lightstore slots lifetime parameter

Date:   Thu Jul 5 23:45:15 2018 +0200
    - First simple implementation for the lightstore, based
      on the inventory one (some stuff should be refactored
      in the status API since both systems share UI
      positioning and color information for example)
    - New status screen page to host the lightstore

Date:   Wed Jul 4 21:17:31 2018 +0200
    - Merge branch 'release-0.12.0'

Date:   Wed Jul 4 21:16:40 2018 +0200
    - Bumped to version 0.12.0

Date:   Wed Jul 4 21:15:49 2018 +0200
    - Reset the fact bits before starting a game

Date:   Wed Jul 4 21:15:05 2018 +0200
    - Bumped the savegame format version up to 0.2.0
    - Added support of fact bits saving/loading

Date:   Wed Jul 4 00:07:57 2018 +0200
    - Infinite loop fix : allow skipping fact-inconsistent events
      to let the storyboard roll

Date:   Tue Jul 3 22:14:11 2018 +0200
    - Actually load a fact database, duh !

Date:   Mon Jul 2 22:50:42 2018 +0200
    - Support of fact marking storyboard events
    - Support of fact-based locking of storyboard events

Date:   Sun Jul 1 23:06:16 2018 +0200
    - Now relying on fact status to determine whether an
      action spot should be considered valid or not

Date:   Sun Jul 1 22:31:48 2018 +0200
    - Bumped LOE version to 2.4.0 (support of action spots
      fact-based locking)

Date:   Sun Jul 1 22:30:54 2018 +0200
    - Imported fact support source code from the editor

Date:   Mon Jun 4 09:03:03 2018 +0200
    - Merge branch 'release-0.11.0'

Date:   Mon Jun 4 09:02:10 2018 +0200
    - Bump to version 0.11.0

Date:   Fri Jun 1 22:59:04 2018 +0200
    - Now loading episode start inventory content from
      the episode file's relevant data chunk

Date:   Fri Jun 1 22:58:26 2018 +0200
    - Bump to LOE format version 2.3.0
    - Support of start inventory content specification

Date:   Thu May 31 23:11:29 2018 +0200
    - Only show the main menu "load game" option if a
      savegame is available

Date:   Thu May 31 08:32:29 2018 +0200
    - Merge branch 'savegame' into 'develop'

Date:   Thu May 31 08:32:01 2018 +0200
    - Working file-based savegame mechanic, with inventory
      data
    - Tweaked the savegame format specifications

Date:   Wed May 30 21:44:04 2018 +0200
    - Added a simple savegame format description file that
      will do the job for now

Date:   Wed May 30 21:42:34 2018 +0200
    - Proof of concept for the savegame system

Date:   Tue May 29 00:31:21 2018 +0200
    - Merge branch 'release-0.10.0'

Date:   Tue May 29 00:31:08 2018 +0200
    - Bumped version to 0.10.0

Date:   Tue May 29 00:17:39 2018 +0200
    - Fix : setting action spot unlocked flag bit correctly
    - Now supporting unlocking of action spot via key items
    - Removed support of shiny/wonder action spot flag bits
    - Bumped LOE format version to 2.2.0

Date:   Tue May 29 00:16:20 2018 +0200
    - New function to check whether the inventory contains
      a given item in a given quantity

Date:   Sun May 27 16:09:07 2018 +0200
    - Merge branch 'release-0.9.0'

Date:   Sun May 27 16:08:52 2018 +0200
    - Bumped to version 0.9.0

Date:   Sun May 27 16:06:12 2018 +0200
    - Added an item database
    - Added inventory add/remove callback mechanisms
    - Wrote callbacks for the lit torch, the smartphone
      and the crowbar, for starters

Date:   Sat May 26 00:02:32 2018 +0200
    - In non-fullscreen mode, center the window on the screen
      on startup

Date:   Fri May 18 09:24:43 2018 +0200
    - Merge branch 'release-0.8.1'

Date:   Fri May 18 09:24:22 2018 +0200
    - Bumping to version 0.8.1

Date:   Sun May 6 14:07:22 2018 +0200
    - Spawn a different menu for inventory slots already
      marked for mix (use/unuse)

Date:   Fri Apr 13 22:42:37 2018 +0200
    - Merge branch 'release-0.8.0'

Date:   Fri Apr 13 22:42:15 2018 +0200
    - Bump to version 0.8.0

Date:   Fri Apr 13 21:06:53 2018 +0200
    - Use the lgc_tmx_clear() function

Date:   Mon Dec 25 22:30:48 2017 +0100
    - Show item codex descriptions on the status screen

Date:   Mon Dec 25 21:51:49 2017 +0100
    - Read the codex text data from the main resource file
      and load it into a dedicated text database

Date:   Sat Dec 23 22:12:18 2017 +0100
    - Adapted the code to the legacy dyno/pool API renaming

Date:   Sat Dec 23 18:10:43 2017 +0100
    - Updated the code after the changes to the legacy
      tell API

Date:   Fri Dec 8 23:20:17 2017 +0100
    - Adapted the code to the new multiple legacy tell
      databases paradigm

Date:   Fri Dec 8 19:16:25 2017 +0100
    Merge branch 'release-0.7.1'
    
    # Conflicts:
    #       include/config.h

Date:   Fri Dec 8 19:15:17 2017 +0100
    - Bump to version 0.7.1 (looks like bump to 0.7.0 was not
      merged into 'develop' before that)

Date:   Fri Dec 8 00:56:49 2017 +0100
    - Return a "no feedback" callback return value when
      inventory mix process fails

Date:   Fri Dec 8 00:55:56 2017 +0100
    - Removing empty inventory slots in reverse order so that
      altering the inventory size still allows all necessary
      removals to happen

Date:   Mon Dec 4 22:57:13 2017 +0100
    - Merge branch 'release-0.7.0'

Date:   Mon Dec 4 22:56:29 2017 +0100
    - Bump to version 0.7.0

Date:   Mon Dec 4 22:49:08 2017 +0100
    - Now properly showing hud cues when an item is available
      for pickup

Date:   Mon Dec 4 22:36:56 2017 +0100
    - Memory leak fix (probably caused by a merge error)

Date:   Mon Dec 4 08:34:41 2017 +0100
    - Fixed merge errors

Date:   Mon Dec 4 08:23:15 2017 +0100
    - Merge branch 'develop' of git.carbohydromusic.com:lives-out into 'develop'
    
    # Conflicts:
    #       include/item.h
    #       src/item.c

Date:   Sun Dec 3 09:41:31 2017 +0100
    - Updated the code to abide by the changes to the menu
      validating option callback signature

Date:   Sat Dec 2 14:00:57 2017 +0100
    - Adding a dozen matches to the player's start inventory

Date:   Sat Dec 2 13:41:51 2017 +0100
    - Bugfix : wrong texture for item sprite display
    - Now only starting the game with one item (smartphone)

Date:   Sat Dec 2 12:26:31 2017 +0100
    - When dropping an item from the status screen, spawning
      them back into the stage area

Date:   Sat Dec 2 12:15:39 2017 +0100
    - When active items are nearby, allowing the player picking
      them up and adding them to his inventory

Date:   Sat Dec 2 11:07:52 2017 +0100
    - Now spawning stage items from the LOE data on stage
      loading

Date:   Sat Dec 2 10:51:39 2017 +0100
    - Implemented a preliminary item API

Date:   Thu Nov 30 08:47:16 2017 +0100
    - Merge branch 'develop' of git.carbohydromusic.com:lives-out into 'develop'

Date:   Thu Nov 30 08:35:08 2017 +0100
    - Bump to LOE version 2.1.0 compatibility
    - Added episode item loading support

Date:   Wed Nov 29 21:13:57 2017 +0100
    - Build fix
    - Calling the item init() and cleanup() routines within the
      gameplay init() and cleanup() functions, respectively

Date:   Wed Nov 29 21:10:48 2017 +0100
    - Created the item management API

Date:   Wed Nov 29 21:10:19 2017 +0100
    - Added the item game instance type

Date:   Wed Nov 29 21:09:45 2017 +0100
    - Fixing type states to unsigned short (better fit for
      flags)

Date:   Wed Nov 29 20:52:46 2017 +0100
    - Merge branch 'inventory' into 'develop'

Date:   Wed Nov 29 20:52:20 2017 +0100
    - Warning build fix

Date:   Sun Nov 26 10:12:54 2017 +0100
    - UI improvements on the status screen

Date:   Sat Nov 25 23:01:42 2017 +0100
    - Merge branch 'inventory' into 'develop'

Date:   Sat Nov 25 23:00:16 2017 +0100
    - Resolve alchmy recipes even when item slots are marked in
      random order

Date:   Sat Nov 25 22:59:27 2017 +0100
    - Bugfix : only mark the current item slot for mix use when
      it's the last one in the inventory - instead of marking
      those beyond capacity as well

Date:   Sat Nov 25 22:39:02 2017 +0100
    - Rely on the latest legacy alchmy API improvements to support
      item quantities and multiple products if necessary
    - Working inventory mix processing, but only when items are
      added to the mix list in recipe order

Date:   Sat Nov 25 11:46:22 2017 +0100
    - Visual cue for item slots marked as added to the inventory
      alchmy mix list

Date:   Sat Nov 25 11:45:46 2017 +0100
    - Selecting the "use" item menu option marks the currently
      selected item slot for use withing the inventory alchmy mix
      list, and attempts to process the current mix
    - Selecting the "drop" item menu option removes the item slot
      from the inventory and clears any reference to it in the
      current inventory mix list as well

Date:   Sat Nov 25 11:43:17 2017 +0100
    - Set the menu target to the currently selected item slot when
      activating the item menu

Date:   Sat Nov 25 11:42:27 2017 +0100
    - Bugfix : display the correct item name for a given item slot

Date:   Sat Nov 25 11:41:10 2017 +0100
    - Extended the inventory API to support mixing of ingredients
      using a mix list, and rely on the legacy alchmy API for
      processing

Date:   Sat Nov 25 11:33:36 2017 +0100
    - Item menu "use" and "drop" options are now closing the menu
      when validated

Date:   Sat Nov 25 11:32:30 2017 +0100
    - Moved the alchmy mixbook to the inventory source module

Date:   Thu Nov 23 08:35:46 2017 +0100
    - Added a shortcut alchmy recipe

Date:   Mon Nov 20 23:30:59 2017 +0100
    - Loading legacy alchmy recipes for item mixing

Date:   Mon Nov 20 23:30:23 2017 +0100
    - More items

Date:   Mon Nov 20 23:29:45 2017 +0100
    - Now updating gameplay during the status game state

Date:   Sat Nov 18 17:58:49 2017 +0100
    - Added a working item context menu skeleton

Date:   Sat Nov 18 13:13:15 2017 +0100
    - Mock-up display of item names in the inventory item
      preview window

Date:   Sat Nov 18 12:41:22 2017 +0100
    - Moved the inventory screen display location to the left
    - Prepared room for inventory item preview window

Date:   Sat Nov 18 12:40:36 2017 +0100
    - Fixed the inventory screen display location formula

Date:   Sat Nov 18 12:39:28 2017 +0100
    - Bigger inventory slot display size

Date:   Sat Nov 18 12:06:28 2017 +0100
    - Rewrote the status game state to feature a page-based
      user interface with two pages (inventory and menu)

Date:   Sat Nov 18 12:01:39 2017 +0100
    - Added an inventory size getter function

Date:   Fri Nov 17 08:54:57 2017 +0100
    - New status game state, that currently does the same
      than the former pause menu, but will also include
      inventory display and management mechanics later

Date:   Thu Nov 16 08:25:09 2017 +0100
    - Locked action spots as well as volatile ones that are marked
      as done should never appear shiny

Date:   Thu Nov 16 00:10:26 2017 +0100
    - Added more item models

Date:   Thu Nov 16 00:10:14 2017 +0100
    - Replaced Nemesis lock/unlock stage action spots by item
      add/remove ones

Date:   Wed Nov 15 08:50:56 2017 +0100
    - Added some items to the inventory when starting a game

Date:   Wed Nov 15 08:50:19 2017 +0100
    - Inventory display look change

Date:   Wed Nov 15 08:49:58 2017 +0100
    - Displaying unused inventory slots and also those beyond
      capacity

Date:   Wed Nov 15 08:48:11 2017 +0100
    - Initialising inventory on init() call

Date:   Tue Nov 14 09:00:12 2017 +0100
    - Bigger inventory slots on screen

Date:   Tue Nov 14 08:59:57 2017 +0100
    - Fixed inventory display alignment

Date:   Tue Nov 14 08:59:34 2017 +0100
    - Bound a keyboard key for testing

Date:   Tue Nov 14 08:58:55 2017 +0100
    - Build fix

Date:   Tue Nov 14 08:03:44 2017 +0100
    - More work on the inventory display implementation (WIP)

Date:   Mon Nov 13 23:00:23 2017 +0100
    - Work on the inventory display system (WIP)

Date:   Mon Nov 13 21:33:08 2017 +0100
    - Implemented the inventory item add/remove functions

Date:   Mon Nov 13 21:32:39 2017 +0100
    - Changed the inventory item add/remove signatures

Date:   Mon Nov 13 21:31:48 2017 +0100
    - Rewrote the inventory API to rely on legacy dynamic
      objects

Date:   Mon Nov 13 21:29:46 2017 +0100
    - Quick build fix

Date:   Sun Nov 12 22:35:59 2017 +0100
    - Inventory preliminary implementation

Date:   Sun Oct 1 20:11:10 2017 +0200
    - Bugfix : ensure that axis inverting option values are persistent

Date:   Sun Oct 1 11:31:11 2017 +0200
    - Code style change (no space before semicolons)

Date:   Sat Sep 30 22:34:57 2017 +0200
    - Up to date with the latest changes to the legacy state API

Date:   Wed Sep 6 17:32:36 2017 +0200
    - Merge branch 'develop'

Date:   Wed Sep 6 17:31:27 2017 +0200
    - Since controls are not analog, set up dpad emulation by default

Date:   Wed Sep 6 17:28:08 2017 +0200
    - Added options to invert analog controls
    - Resized the menus so that more options can fit on screen

Date:   Tue Sep 5 23:18:12 2017 +0200
    - Merge branch 'develop'

Date:   Tue Sep 5 23:16:42 2017 +0200
    - Updated the code so that npcs and lights use "dyno store"
      pointers to rely on the legacy dynamic objects API instead of
      "dyno ids"

Date:   Mon Sep 4 17:18:26 2017 +0200
    - Merge branch 'develop'

Date:   Mon Sep 4 17:17:16 2017 +0200
    - Now supporting controls configuration

Date:   Mon Aug 28 15:53:41 2017 +0200
    - Merge branch 'develop'

Date:   Mon Aug 28 15:52:56 2017 +0200
    - Merge branch 'legacy-dynamic-objects' into 'develop'

Date:   Mon Aug 28 15:51:02 2017 +0200
    - Rewrote NPCs and lights to take advantage of the legacy
      dynamic objects API

Date:   Sun Aug 27 23:09:17 2017 +0200
    - Merge branch 'develop'

Date:   Sun Aug 27 23:08:54 2017 +0200
    - Updated the code to support legacy multi-action menu callbacks

Date:   Thu Aug 24 22:27:07 2017 +0200
    - Merge branch 'develop'

Date:   Thu Aug 24 22:26:26 2017 +0200
    - Renamed the gamio library to legacy and updated the code
      accordingly

Date:   Sat Aug 5 16:30:43 2017 +0200
    - Merge branch 'light-models' into 'develop'

Date:   Sat Aug 5 16:30:00 2017 +0200
    - Added new light model (flashlight) display/update routines

Date:   Thu Aug 3 23:19:12 2017 +0200
    - Merge branch 'light-models' into 'develop'

Date:   Thu Aug 3 23:08:23 2017 +0200
    - New light attributes (source, angle) to allow more precise
      drawing of directional lights
    - Added rendering of phone type light

Date:   Tue Aug 1 18:19:15 2017 +0200
    - No subway sound effect loop during the title screen game state

Date:   Tue Aug 1 17:42:19 2017 +0200
    - Merge branch 'hotfix-hud-too-dark' into 'develop'

Date:   Tue Aug 1 17:41:08 2017 +0200
    - Change the player HUD order of display so that it's not
      affected by lighting

Date:   Tue Aug 1 17:11:30 2017 +0200
    - Bump to version 0.5.0
    - Rewrote the layer role data structure
    - New lighting system
    - Collision support
    - Updates to the main display loop to support the new Gamio
      framebuffer mechanisms

Date:   Thu Jul 27 21:47:42 2017 +0200
    - Bugfix : proper light size when covering the rest of the screen
      with darkness
    - Bugfix : fixed use of the sprite render function for shining
      spots

Date:   Tue Jul 25 00:59:33 2017 +0200
    - Gamio renaming : the revenge !

Date:   Wed Jul 19 00:37:02 2017 +0200
    - Bumping LOE format version to 1.3.0
    - Showing LOE format version on title screen
    - Support of auto/manual NPCs
    - Added spawner/warper/updater funcs to fine-tune NPC behaviour
    - No more hardcoded Nemesis !

Date:   Sun Jul 16 16:59:38 2017 +0200
    - Bump to version 0.4.0
    - Updates to abide by new Gamio function names convention
    - Replaced hardcoded NPC sprites by actual autonomous NPCs
    - New action spot flags : shiny / wonder

Date:   Thu May 4 19:24:49 2017 +0200
    - Bump to version 0.3.0
    - New lighting system in the works (mouse pointer control)
    - Flashlight tests OK
    - Now using vertical coordinates as well for action spots

Date:   Sun Apr 23 21:56:20 2017 +0200
    - Went back to a proper version number, more appropriate for a
      constantly evolving project : 0.2.0

Date:   Sun Apr 23 14:27:42 2017 +0200
    - Cleaning up graphics properly
    - Fixed a bootstrap bug when the game would not allow the player to
      move or the storyboard to update itself if no script is loaded

Date:   Mon Mar 20 16:53:20 2017 +0100
    - Added support for multiple respawn coordinates per area

Date:   Tue Mar 7 15:23:40 2017 +0100
    - Use textures rather than pixel rasterisation for sprites
    - Properly handle mirrored sprites
    - Dynamic player sprite, based on the content of the episode file

Date:   Thu Sep 1 15:03:06 2016 +0200
    - LOE format change : no action string is required anymore, using
      TLL data instead

Date:   Tue Aug 30 23:58:24 2016 +0200
    - Adapted the code to the new gamio menu API
    - Bugfix : properly copy resources path before loading an episode
      and avoid any random crash

Date:   Sun Aug 7 02:15:42 2016 +0200
    - New episode selection system

Date:   Wed Aug 3 22:45:14 2016 +0200
    - Bugfix : prevent segfault when no storyboard phase is available
      at all in the episode file
    - Use the new resources open routines from the gamio API

Date:   Tue Jul 26 18:27:28 2016 +0200
    - New fullscreen setting

Date:   Mon Jul 18 17:25:25 2016 +0200
    - Bugfix : use the safe gamestate reset in the storyboard-driven
      gamestate change so that no inconsistency appears during the
      game update

Date:   Fri May 20 22:54:37 2016 +0200
    - Removal of the hardcoded data

Date:   Fri May 20 22:50:27 2016 +0200
    - Better LOE data structures, with no duplicates and leaner
      function prototypes

Date:   Fri May 20 19:35:52 2016 +0200
    - Working LOE file loading, successfully replaced hardcoded game
      stage data

Date:   Wed May 18 08:54:39 2016 +0200
    - Fixed a union assignation during the last commit (build issue)

Date:   Wed May 18 08:51:39 2016 +0200
    - Still a checkpoint commit, program probably broken at this point
    - Had forgotten to add the empty elements at the end of the action
      spots, storyboard phase and storyboard event arrays during the
      episode loading procedure

Date:   Tue May 17 09:10:26 2016 +0200
    - Broken version, checkpoint commit only
    - Implementing episode file support

Date:   Sun Dec 6 18:31:54 2015 +0100
    - Version bump to 0.2.0
    - Extended displayed copyright period to 2016

Date:   Sun Dec 6 18:23:24 2015 +0100
    - Rearranged the source tree

Date:   Fri Nov 27 11:41:49 2015 +0100
    - Added a missing supporter name to the credits

Date:   Fri Nov 27 11:10:20 2015 +0100
    - Added a missing tester name to the credits

Date:   Fri Nov 27 10:54:06 2015 +0100
    - Bump to version 0.1.3
    - Bugfix : stop the character movement while an attended speech
      is happening, even if move keys are pressed when the action
      button is used
    - Changed the torch and crowbar attended speeches into unattended
      ones
    - Widened the ending action spot so that the player is forced to
      complete the game when reaching the station phase
    - Added testers to the credits - YAY

Date:   Fri Nov 27 08:46:32 2015 +0100
    - Cancel the experimental removal of GLEW dependency
    - This reverts commit 2fa50189f40ddaa987b26a153270d5fb8daae2f0

Date:   Wed Nov 25 20:29:16 2015 +0100
    - Bump to version 0.1.3
    - Experimental removal of GLEW dependency

Date:   Fri Nov 20 14:16:09 2015 +0100
    - Version bump to 0.1.2
    - Now loading story data from the resources file in binary form

Date:   Thu Nov 19 01:03:54 2015 +0100
    - Force the player to turn to the right when a stage map is loaded
      using the stage config data

Date:   Tue Nov 17 01:23:41 2015 +0100
    - Version bump : 0.1.1
    - Allow the player not to light up a torch and still complete the
      game

Date:   Fri Nov 13 22:16:44 2015 +0100
    - String length fix

Date:   Fri Nov 13 21:42:50 2015 +0100
    - RGBA color fix

Date:   Fri Nov 13 21:12:23 2015 +0100
    - Added music to the credits game state
    - Using the validate SFX for the cancel situations
    - Minor wording tweak

Date:   Fri Nov 13 19:24:05 2015 +0100
    - Credits, menus and copyright tweaks

Date:   Fri Nov 13 18:52:03 2015 +0100
    - Added credits and foreword game states

Date:   Fri Nov 13 14:26:55 2015 +0100
    - Storytelling adjustments

Date:   Thu Nov 12 22:29:22 2015 +0100
    - Added a Game Over screen
    - Nemesis chase setup
    - Added new sounds, music and graphics
    - Lots of data and scripting review, tweaks

Date:   Wed Nov 11 14:27:28 2015 +0100
    - Ending screen fade-out
    - More action spots added (mostly speeches)

Date:   Wed Nov 11 12:50:21 2015 +0100
    - Bugfix : dangerous change of storyboard phase/script index from
      within the phase update loop
    - Added attended speech events and pausing the storyboard update
      while such an event is keeping the player busy reading

Date:   Wed Nov 11 01:05:49 2015 +0100
    - Integration of storytelling, with attended an unattended character
      speech in-game
    - New ending gamestate
    - Better integration of the storyboard and action spots mechanics
    - Integration of more graphics

Date:   Mon Nov 9 14:56:54 2015 +0100
    - Version 0.1
    - Initial code import (post Asylum Jam 2015)