"There is nothing greater than being a hero for a kid"

TODO

Things we definitely could use YOUR help with
=============================================
* ensure all available tarnslations are completely up to date
* producing good quality maps for inclusion of the release <-- we can only do so much ^^
* art assets

things we could use help with
=============================
* merge in kartmode with main branch
* unicode support <-- this is a must, we've received interest from asia to do translations for chinese and japanese, but we can't support these character sets without utf8 support.
* support for truetype fonts


just give us time :P
====================
* finish up maps; village, mansion, island, etc

PAS 2.3/2.2.2 Changes

* preview images for skyboxes to prevent weird artefacts from appearing when using them. this makes the skies menu much easier to navigate too.
* some more preview stuff to hopefully make editmode 'easier'
* rectified some menu usability and malfunctioning scripts; improved sudo make distinstall for linux peeps.
* allow selection of other player skins
* configuration version - ignores config.cfg files from older versions, starting at 2.2.1 and later. helps get the new stuff in without any problems.
* config files are now formatted as config_${cl->gameident()}.cfg, helps keep different game's code seperate. eg, config_movie.cfg for moviecube
* weak anti-cheat, we really don't want to remove the gravity, movespeed and jump velocity vars, this does at least prevent temporary cases
* Redid the splash logo. Should be friendlier on most eyes, each game module is now allowed to specify their own splash logo
* Movie cube! use -gmovie to run it. /newactor to add actors and /addcue [actor name] to make them do stuff
* 5th entity attribute
* added particles 11, use part_text_# to modify contents, ie newent particles 11 2 0xF92 300; part_text_2 = [Fire = Very Hot!]
* Usual assortment of menu tweaks
* Tweaks to existing maps, another quest for vilage
* newmaps; island and mansion
* new textures; majority of those used on island, mansion, new cloudbox, and other tweaks to existing ones
* renamed the monster entity, creature, and the base entity, banana (due to banana relay)... don't ask, it took me this long to finally do it :P
* far more helpful edithud, it prints information about most entities on screen, the current brush, the texture of the selection, the gridsize and even more.
* added dynlight entities, not sure how useful they may actually be, they may be cool for some experiments, specially regarding those of fake night/day transitions

=BUGS!!!=

* forgetting a bracket in a script caused a crash. --> []"() <-- the trouble makers, throw pies at them :D
* Selecting monsters 7 or 8 caused a crash
* the mapshot when maps were loading wasn't scaling. fixed and loadbacktype 2 also has nicer positioning of the overlaytext now.
* the particle menus had several parts missing, a colour conversion here, and a "particles" somewhere else.
* guirollover of icons didn't do anything, they now have colour masks applied correctly, depending on guirollovercolour

upstream 2.3/2.2.3 changes

* masterserver based authorisation (we don't have a masterserver, so, meh)
* lightmap normals compression (in other words, more memory efficient)
* dozens of bug fixes

Platinum Arts Sandbox 2.2 Changes rev 446

Lan server browser
Added in a Banana Relay gamemode. just quicker Capture with bananas instead of flags :)
Add some basic multilingual support, no special characters sorry! we've several translations too!
usual assortment of menu improvements!
Improvements to some of the maps
Redone water textures, specially with the new waterfall stuff.
showlighting mode (thanks quin!)
new map, forest!
Improved audio IO (automatically identifies most extensions)
Better Jukebox and Music Pack support... jsut a shame we didn't release any yet :D
Allowed changing of the gui element textures
loadback images (more of quin's code, cept he didn't hold Hirato's hand this time :P )
A New GUI/HUD texture set by Hirato.
A win32 launcher by ZKAT8IT

PAS 2.2 sauer changes

added OBJ model support
added support for cloud boxes and cloud layers over sky box
added in-game text editor for editing cfg files
texture browser now displays glow, rotation, and offsets
added console message filter (controlled via "confilter" and "fullconfilter" vars)
"follow" command now works in first-person (can spectate in third-person via "thirdperson" var or 9 key)
added support for Mumble positional audio (contributed by The Conquerors clan)
added "apply changes now?" dialog using "resetgl" command (toggled via "applydialog" var)
added "fullconsize" var for controlling the percent of the screen the full console occupies
undo now works with heightmap editing mode
lowered the minimum gridpower to 0
added "texoffset", "texrotate", and "texscale" commands for more easily specifying texture slot parameters
added support for a follow distance of 0 (via "followdist 0") when using the "follow" command
texture rotation is now done via texture coordinate generation (instead of making copies/wasting memory)
added "sayteam" command for chatting to teammates (bound to Y key by default)
added optional t-joint removal to fix world sparklies (toggled via "filltjoints" var)
player is now dumped to an empty map if he does not have the particular map in multiplayer
added support for soft particles/explosions (toggled via "depthfx" var)
added support for "pulseglow" shaders in fixed-function mode
added "texscroll" command for scrolling texture slots
added cheaper/more-controlled glow/specular bloom (controlled via "glare" var)
scoreboard now always defaults to 2D, regardless of GUI settings (controlled via "scoreboard2d" var)
added "waterfallcolour" command to control coloring of waterfalls separately from water
added refractive waterfalls (controlled via "waterfallrefract" var, disabled by default due to cost)
added environment-mapped waterfalls (controlled via "waterfallenv" var)
added tethers that show who is capturing a base (controlled via "capturetether" var)
rewrote particle renderer to make it more extensible
rewrote world renderer to more efficiently batch draw calls
made lightmaps use a texture atlas to enable better batching of draw calls
locked physics at fixed rate of 200 Hz (no more variable rate)

Platinum Arts Sandbox 2.1 Completed

Better, debugged and easier to use menu (not that much easier :) )
More textures, and cool shaders are in effect too
More skyboxes
Better, and bigger and MORE example maps, most of hirato's can already count towards eye candy
a few modified models and code, quite a few contributed by gear
Heavily updated source, now with rewritten physics
PVS system with an updated map format
plenty of bugfixes

Platinum Arts Sandbox 2.0 To Do: (NOTE 2.0 was revision 89)

default 3rd person?  remove cout warning crap
particle map, post particle list on wiki, more skyboxes
 0 1 2 3 4 5 6 7 8 9 10 32 33 34 35 are the valid numbers
fireball, smoke, fountain, explosion, flare, capture bar, versus capture bar, lightning, fire, smoke, water, flare, flare w/ sparkle, fixed flare, fixed flare w/ sparkle
moving box
map for kart, kart cleaned up, updated kart code?
new menu (use hiratos?)
turn quick menu into quick model selection or mapmodels, materials, sandbox maps?
figure out a way to show particles better
retexture castle map
For news release "Sandbox Beta 2.0 features, 6 and 7 year old gallery, help section" e-mail VV guy, tek, ryan, 

Already done:
retexture castle map, sandbox logo
lava, gravity, jumpval, particle textures, hirato added
carts with new model
remove lava ability to kill
make monsters unable to spawn, clean up other code
Updated to December codebase
removed weapon.h references
updated to default.cfg and config.cfg (thanks hirato)
default SP mode
remove RPG
add box models
use new textures and clean out bad looking ones.  Use photorealistic
cleanup compile project files
new player model (npcman)
elevators, platform in map (newent elevator mapmodel# 0 20) 

Tutorials:
General map making howto
Setting up a coop server
compiling the source
making new textures and adding models

Features:
nice looking map to show off sandbox abilities
Carts
dragonride map
new elf player model
environmental creatures (horses walking around and such)
physics
make it easier to set up a coop edit server
code update with sauer
clean up the code
func_mover - platforms
func_push - moving water

Future possibilities:
Machinima - make it easy for kids to make movies/stories
Alice coding
convert to .map (quake based)
Create a possible -gpas game mode, with geometry modifying tools?
Create a possible -grct game mode, where the player control the player and whacks a banana across a field like a tennis ball.
possible _cl_playermodel quake like variable to allow more direct control over which model is selected. add guiradio buttons in the menu then? This should be easy but how will we get this to save what it sets. and revert to robochimp if an invalid model is specified.
