<< RELEASE HISTORY >>

October 30th 2020 (Initial Release)

January 23rd 2021 (1.1)
  This patch fixes tiny issues you likely never encountered; it also breaks
  Barren Meadow saved games (if you're currently playing the mod and don't
  feel like restarting from scratch, you should skip this patch).

  Unholy Lair:
    - Removed a door on the 2nd floor (the AI would get stuck, the player
      would get stuck, and it was not possible to make it swing both ways
      without it being in the path).
    - Swapped the content of two crates on the 1st floor (so you're not
      forced to pick up its content after clearing the path).
  Burried Alive:
    - Fixed most lighting issues.
    - Added a beeping sound to tripwires, gas containers are now properly
      tagged as "metal".
  Valley Of No Return:
    - Added a beeping sound to tripwires.
  Sawmill:
    - Added some invisible walls to prevent the player from breaking out of
      bounds.
  Compatibility Issues:
    - Restored the ability for AI to open all doors in the original units;
      several doors in Shipyard use "DOOR_NOMONSTER", which was initially
      disabled in the code. Enabling that feature made sidekicks's life a
      lot harder.
    - Skytram ticket was not removed from the inventory after usage in
      RadioCity.

July 5th 2021 (1.2)
  This patch fixes a mistake introduced in the previous patch and fixes the
  rushed ending. This patch is cummulative and doesn't need 1.1 (just copy
  the new files in bmeadow/ and overwrite existing files).

  Sawmill:
    - Fixed an invisible wall that was actually visible... which defeats the
      purpose.
  Ending Cutscene:
    - Added music and sound during the final cutcene. It's MUCH better!
    - Replaced black screen with proper ending picture so you don't stare at
      the screen wondering if something's going to load at some point.
  General:
    - Optimized bullet casing models (applies to pistol, tommygun, shotgun,
      acid shells and heavy machine-gun) so triangle strips are longer,
      producing smaller files and requiring fewer GL commands to draw. This
      could potentially slightly benefit antique hardware during combat
      heavy scenes if I'm being hopelessly optimistic. Don't ask.
    - Optimized acid shell pickup model a tiny little bit.
