Release History.

Quake II Scene Builder (version 1.9 March 6, 1999).

Version 1.9 changes from version 1.8a
	Bugs Fixed:
	* Found and eliminated the mysterious Move bug.
	
	Enhancements:
	* Support for Half-Life.
	* Sprites.
	* Miscellaneous internal changes to improve performance and compatibility

Version 1.8a changes from version 1.8
	Added support for the retail version of SIN
	
Version 1.8 changes from version 1.6a
	Bugs Fixed:
	* All known bugs have been fixed.
	
	Enhancements:
	* Support for Sin models and textures.
	* Support for Classic Quake models.
	* Improved Startup time.
	* Improved model load time (especially player models).

Version 1.6a changes from version 1.6

	Bugs Fixed:
	* Improper loading of PCX and JPG files whose width is
	  not a multiple of 4.
	* No longer crashes when you load a scene that does not
	  contain models loaded from a pak file.

Version 1.6 changes from version 1.5

	Bugs Fixed:
	* Font face is now being saved with the scene.
	* The animiation frame is not being reset when the model is
	  de-selected.
	* Property window is not being reset when image is saved.
	* Software Render option is not available with SGI version.

	Enhancements:
	* Shadows now allow multiple light sources and destination planes.
	* Position, rotation, and scale can be entered as numbers.
	* Improved rotatation logic (bug fix?) the axis of rotation
	  remains true,added axis markers to make it easier to "see" what
	  you are doing.
	* You can now have more than 1 pak file in memory.
	* Support for Virtual Weapons(VWep).
	* Flag from the CTF pak file can be treated like a weapon.
	* Copy object
	* Improved memory usage (especially in the area of textures).
	* Window sizes, states and positions can be saved in the registry.
======================================================================
Version 1.5 changes from version 1.2

	Bugs Fixed:
	* Property windows will always open to visible part of the
	  screen.

	Enhancements:
	* Load Player.
		Loads all player skins.
		Loads weapon.
		Weapon stays in sync with the player.
	* Load Images from the PAK File
		Load env background pictures.
		Load textures.
	* New Primitive Objects.
		Box, Sphere, Cylinder, Rod, Cone, Disk.
	* Gamma Correction.
	* Mouse Sensitivity.
	* Easier Window Sizing.
	* Save 32 bit bitmaps.
	* Color Picker now has a gray scale.
======================================================================
Version 1.2 changes from version 1.0

	Bugs Fixed:
	* Texture Mapped Text.
		Fixed bug where all of the letters of a texture mapped
		text object were drawn on top of each other.
	* Texture Plane Objects (floors and walls)
		Fixed bug where the texture was repeated 4 times.
	* Transparency Bug.
		Fixed bug where if you made an object transparent, you
		could not make it completely solid again.
	* NVidia Riva 128 color.
		This is really a bug in the beta Windows 95 OpenGL driver
		(after all it is a beta) where the red and blue color
		components are reversed.
		If you are experiencing this behavior, select
		View->Options from the main menu and check "Swap Red and
		Blue". Restart QSB, this should fix the problem
		temporarily until a new driver is released.
		Note that only textures that are loaded from PCX and .PAK
		file are effected.

	Enhancements:
	* Load and Save a Scene.
	* Keyboard Control.
	* SGI version.
	* Load Skin using a default palette.
	* Transparent Shadows.
======================================================================
Version 1.0 changes from the Pre-Release Version:

    Fixed the mouse pointer bug.

    Changed the default camera settings
        Zoomed the cameras out so that most monsters are no longer
        clipped.
        Move the perspective camera up so that the floor is more to
        the bottom of the scene.

    Changed the default positioning of the models.
        All models should now sit directly on the floor.

    Changed the default size of the floor

    Added a "Back Wall" object

    Added the options dialog
        Main Menu->View->Options
            More options will be added to this dialog as time goes
            on.
            For now, I added a few that will make debugging easier.

    Show info about the version of OpenGL on your system in the About
    Box.
        Again, makes it easier for me to diagnose problems.

    Text Objects
        You can now create objects from any TrueType font on your
        system.

        The panel should be pretty intuitive.

        Extrude is like depth.

        For some interesting effects, experiment with symbol fonts.
        Use the Character Map Applet that comes with windows to find
        the appropriate symbol, and paste it into the text box.