21 May 2003
-----------

* Fixed a bug in the game where the run-mode was being lost whenever a demo
  played and the game was exited while the demo was running. The saved mode
  was the same as the mode the demo was recorded with at the point of exit.
  Thanks to Ales Klobucar for pointing this out.
* Implemented key assignment for Show_Console function in the setup program
  and the game. Unlike the other functions which can be activated by two
  keys, Show_Console is special and has only one.


15 May 2003
-----------

* Added in-game user map selection menu based off the menu code from the
  latest version of build.exe.


11 May 2003
-----------

* Integrated the new onscreen display facilities present in the latest Build
  engine version.


9 May 2003
----------

* We now have double-clicked mouse button actions, digital mouse axis support,
  and mouse axis scaling. Setup program is updated to incorporate these
  settings.
* CONTROL_ButtonState1 |= (0xfffffffful & mask);
  What the F**K was I thinking!?!


1 May 2003
----------

* Fixed a crash in E4L11 where the engine thought it was supposed to render a
  certain sprite as a voxel when it really shouldn't have. See the entry in
  the bugs list below for details.


Bugs in original Duke source fixed by this port
-----------------------------------------------

During my travels over the Duke source I've uncovered and fixed a few bugs
here and there. This section is for other porters to refer to in order to save
some time.

(Line numbers refer to the original 3D Realms source distribution)

GAME.C l4851:
	In E4L11 there is a CRACK1 sprite which is floor-aligned. The game
	normally forces all crack sprites to be wall-aligned by OR'ing the
	wall-sprite bit (bit 4) into the sprite's cflags property. Problem is
	the game doesn't clear the floor-align bit (bit 5) when it does this
	so when the game is compiled with a voxel-enhanced version of the
	engine, drawsprite() thinks the sprite is to be drawn as a voxel
	because bits 4 and 5 are set simultaneously. This replacement line
	allows crack sprites to align to both the floor and the wall, but not
	have both flags set at once:

		sp->cstat |= (sp->cstat & 48) ? 1 : 17;

