05/15/04 v1.5.2

===============================================================================
=                                  ADMIN                                      =
===============================================================================
 - SuperAdmins can now kick admins.
   (admin.cs)

 - SuperAdmins can remove admin power.
   (server.cs)

 - Admins can issue warnings to players.
   (defaultGame.cs)
   (server.cs)

 - Admins can send players bottomprint or centerprint messages.
   (adminHud.cs)
   (clientOverloads.cs)
   (server.cs)

 - Admins can send private messages to players.
   (defaultGame.cs)
   (support.cs)

 - Added a Random Teams feature.
   (defaultGame.cs)
   (GameGui.cs)
   (hud.cs)
   (server.cs)
   (serverDefaults.cs)

 - Added 'Auto-Server-Restart' and a SuperAdmin 'Server Restart' feature.
   (server.cs)

 - Rewrote SAD function to allow more flexibility.
   (server.cs)

 - Fixed the 'Ban Player' lobby option.
   (admin.cs)
   
 - Added these remote SuperAdmin features:
     Set super password
     Set admin password
     Set Join password
     Set Maximum number of players
     Force server to restart
     Turn Random Teams on/off
     Turn Fair teams on/off
   (server.cs)
 
 - Added Auto-setting join password feature. The server sets the join password
   at x number of players.

 - New ServerPrefs.cs variables. 
         $Host::AdminPassword
            Password to gain Admin status on server. The default value of
            "changethis" is ignored.
         $Host::ClassicAutoPWEnabled
            Automatic locking of server after $Host::LockServerPlayerCount 
            number of players on the server is reached.
         $Host::ClassicAutoPWPassword:
            $Host::Password is changed to this when automatic password is 
            triggered.
         $Host::ClassicAutoPWPlayerCount
            When server reaches this number of players, and 
            $Host::ClassicAutoPWEnabled is set to 1, the server join password is
            set to $Host::ClassicAutoPWPassword.
         $Host::ClassicAutoRestartServer
            Sets automatic server restart on and off. 1 is enabled, 0 is 
            disabled. If on, server will reload every $Host::ClassicRestartTime
            hours.
         $Host::ClassicEchoChat
            Echoes global chat to remote telnet console. 1 is enabled, 0 is 
            disabled.
         $Host::ClassicFairTeams
            Disallow players from making teams uneven. 1 is enabled, 0 is 
            disabled.
         $Host::ClassicLogEchoEnabled
            Echoes special messages to console. 1 is enabled, 0 is disabled.
         $Host::ClassicMaxTelepads
            Maximum numbers of practice CTF teleport pads each player can 
            deploy.
         $Host::ClassicRandomizeTeams
            Randomly picks a team to place players on. 1 is enabled, 0 is 
            disabled.
         $Host::ClassicRandomMissions
            Randomly load missions of the same type instead of in reverse 
            alphabetical order. 1 is enabled, 0 is disabled.
         $Host::ClassicRestartTime
            Time in hours until server will automatically restart, but only
            if $Host::ClassicAutoRestartServer is set to 1.
         $Host::ClassicSuperAdminPassword
            Password to gain Super Admin status on server. The default value
            of "changeme" is ignored.
         $Host::ClassicTelnet:
            Allow remote telnet access? 1 is enabled, 0 is disabled.
         $Host::ClassicTelnetListenPass
            Read only telnet access password, for admins.
         $Host::ClassicTelnetPassword
            Full access telnet password, for super admins.
         $Host::ClassicTelnetPort
            Server port for remote telnet applications can connect to.
         $Host::PacketRateToClient
            Packets per second sent to clients.
         $Host::PacketSize
            Size of packets sent to clients.
         $Host::ClassicUseHighPerformanceCounter
            Option to fix stuttering problem on dual processor servers.
         $Host::ClassicLoadTR2Gametype
            Option to not load Tr2 gametype
         $Host::ClassicConnectLog
            Option to Log all connections to prefs/*Connect.log
         $Host::ClassicAntiTurtleTime
            How many minutes after a stalemate in CTF are the flags returned
         $Host::ClassicLimitArmors
            Restrict armor types like turrets, larger team dictates amount
            available.
         $Host::ClassicBadWordFilter
            Replace potty mouths words with random garbage.
         $Host::ClassicTkLimit
            When set to 5 or more and no admin is on server, a vote is 
            started to kick the tker.
         $Host::ClassicAllowConsoleAccess
            Option to allow super admins to use the servers console via 
            Admin hud.
         $Host::ClassicNoNullVoiceSpam
            Option to allow\disallow NULL voice usage on the server.
         $Host::ClassicBalancedBots
            For every client join a bot is disconnected and for every client 
            drop a bot is added up to bot limit in prefs.
         $Host::ClassicCanKickBots
            Allow/disallow vote kicking of bots.
         $Host::ClassicCycleMisTypes
            Cycle to the next mission type every mission load.
         $Host::ClassicRandomMisTypes
            Cycle to a random mission type every mission load.
         $Host::ClassicAdminLogPath
            Path to save Admin log files i.e "prefs/adminlogs".
         $Host::ClassicConnLogPath
            Path to save Connection log files i.e "prefs/connectlogs".
         $Host::ClassicLoadHavocChanges
            Havoc gets a built in sensor jammer with 20 meter radius.
         $Host::ClassicLoadMissileChanges
            Hand held Missile Launcher will not track players and can now dumbfire.
         $Host::ClassicLoadPlasmaTurretChanges:
            Plasma turret does less damage and projectile has a lower velocity.
         $Host::ClassicLoadSniperChanges
            Sniper Rifle uses both energy and ammo. You get 12 ammo.
         $Host::ClassicLoadPlayerChanges
            Can Blaster, Sniper and chain players in vehicles.
         $Host::ClassicLoadBlasterChanges
            Blaster shoots 6 projectiles at a time ala Shotgun. Less damage more energy drain.
         $Host::ClassicLoadMortarChanges
            Mortar range limited to 450 meters.
         $Host::ClassicLoadMineChanges
            Disable mine discing.
         $Host::ClassicLoadVRamChanges
            Vehicles take damage when ramming players.


   (server.cs)
   (serverDefaults.cs)

 - Added a admin HUD to control server settings.
   (adminHud.cs)

 - Added new mission list management system that gives admins better control over
   mission rotation.
   (GameGui.cs)

 - Added Random mission loading feature.
   (server.cs)

 - Anyone trying to guess the SAD PW by spamming values will be banned.
   (server.cs)
 
 - Added working "Add Bot" to function DefaultGame::sendGameVoteMenu.
   (defaultGame.cs)

 - Allow Super admins to admin players even when $Host::allowAdminPlayerVotes 
   is false.
   (admin.cs)

 - Added logging function to support file.
   (support.cs)

 - CRC checking is now off by default, instead of on.
   (serverDefaults.cs)


===============================================================================
=                              PLAYER ARMORS                                  =
===============================================================================
[ALL]
 - Completely new physics model.
 - Player speeds are tweaked when going too fast when ejecting from vehicles.
   (player.cs)

 - Added more gravity.
   (server.cs)

 - Delay from using suicide key bind changed from 10 seconds to 2.
   (defaultGame.cs)

 - Players no longer spawn invisible.
   (defaultGame.cs)
   
 - Reduced time between being able to mount vehicles.
   (player.cs)
   
 - More clearance when ejecting from vehicles.
   (player.cs)

 - Fixed a energy allocation bug when leaving inventory stations.
   (station.cs)

 - Players don't spin around when using remove inventories.
   (station.cs)

 - The screen doesn't shake as much when skiing.
   (player.cs)
    
[HEAVY]
 - Slight increase to heavy walk speed.
   (player.cs)   

[MEDIUM]
 - Default grenade launcher ammo for medium armor changed from 12 to 15.
   (player.cs)
 
   
===============================================================================
=                             CODE OPTIMIZATIONS                              =
===============================================================================
- Buying favorites.
  (inventoryHud.cs)

- Assigning beacons when purchasing favorites.
  (inventoryHud.cs)
  
- Buying deployable favorites.
  (inventoryHud.cs)

- Rewrote getAmmoStationLovin()
  (inventoryHud.cs)

- Projectile spread code.
  (projectiles.cs)

- Optimized weapon buying favorites code.
  (inventory.cs)

- ShapeBase::hasAmmo().
  (inventory.cs)
  
  
===============================================================================
=                               HAND GRENADES                                 =
===============================================================================
[ALL]
 - Inherit more velocity from player.
 - Higher arc when tossed.
 - Players lose spawn invulnerability and uncloak when they throw grenades.
   (weapon.cs)
   (items.cs)

 - Hand grenades are always thrown at maximum force. Variable throwing power
   was removed.
   (inventory.cs)

 - Added a bind to throw grenade ammo.
   (inventory.cs)

 - Fixed a unlimited grenade ammo exploit.
   (weapTurretCode.cs)

 - Added a key-bind for "Max Throw Grenade" which will throw a grenade at 
   maximum throwing range.
   (clientOverloads.cs)
   (inventory.cs)

[CAMERA]
 - Detects enemies using Sensor Jammer Pack.
 - Field of view was tweaked to remove fisheye effect.
 - Camera eye can now be controlled through Command Screen.
 - Cameras can no longer be viewed from third person Command Screen.
   (cameraGrenade.cs)
   (weapTurretCode.cs)

 - Fixed a camera ammo pickup bug.
   (weapons.cs)

[CONCUSSION]
 - Removed a duplicate datablock entry.
   (concussionGrenade.cs)

[WHITEOUT]
 - Lowered the maximum time a player can be blinded.
   (flashGrenade.cs)   


===============================================================================
=                                  HUDS                                       =
===============================================================================
- Fixed a message that was sending the wrong variable to the objective HUD.
  (CTFGame.cs)

- Fixed a problem with the mine HUD.
  (inventoryHud.cs)

- Added new reticle code.
  (hud.cs)

- Vehicle Station HUD doesn't close after making a selection.
  (clientOverloads.cs)
  
- Vehicle Station HUD pops up as soon as player steps on vehicle pad.
  (station.cs)

- Vehicle Station quickeys are always mapped to the same keys, regardless of 
  which are available in the map.
  (serverVehicleHud.cs)

- Fixed a problem with objective HUD not working properly.
  (clientOverloads.cs)


===============================================================================
=                                  OTHER                                      =
===============================================================================
[CONSOLE SPAM FIXES]
 - Various fixes.
   (support.cs)

 - MPB console spam fix.
   (vehicle.cs)

 - Added TSStatic to Flag::objectiveInit().
   (CTFGame.cs)

 - Projectile console spam fix.
   (projectiles.cs)

 - Suicide console spam fix.
   (server.cs)

 - Animation play console spam fix.
   (server.cs)

 - Added DefaultGame::countFlips().
   (deafultGame.cs)

[FLAG]
 - Flag now follows movement vector of corpse instead of a random vector.
 - More tossing power when throwing flag.
   (inventory.cs)  

 - Added mass to the flag to prevent it from flying across the map.
   (item.cs)

 - Increased the pick up radius of the flag from 3m to 3.5m. This helps
   fix the problem of players passing through the flag.
   (items.cs)

 - Flags on stands no longer rise and hover over players standing on them.
   (CTFGame.cs)
   (inventory.cs)

 - Added fix to keep flag from sticking to OOB grid. Flag now bounces back in
   bounds.
   (CTFGame.cs)

 - Player loses spawn invulnerability when they pick up flag.
   (item.cs)

 - Added code to give the clients a more accurate representation of where
   a drop flagged is. This should keep players from passing through flags 
   when they are out in the field. Thanks for this goes to Kinetic Poet for
   a single flag solution created for TeamRabbit2.
 - Fixed a bug that wasn't deleting vehicle flag-camping threads at the end
   of maps. Fixed added to base.
   (CTFGame.cs)
   (PracticeCTFGame.cs)

 - Players have to wait 1 second to pick up a flag after they drop/throw it.
   This fixes the problem where players would instantly pick up the flag
   when trying to throw it some angles.
   (CTFGame.cs)
   (PracticeCTFGame.cs)
   (inventory.cs)
   (player.cs)

 - Made some changes that may help the problem of fast players passing
   through flags. This container search also fixes the bug that wasn't allowing
   players to make contact with a flag when the player was on the flagstand
   when the flag was returned.
   (CTFGame.cs)
   (PracticeCTFGame.cs)
   (inventory.cs)


[VARIOUS]
 - Added a Defend and Destroy game type to BASE. To make a DnD, mappers
   only need to include "DnD" in the MissionTypes list at the top of the
   .mis file.
   (aiDnD.cs)
   (DnDGame.cs)

 - Committing suicide no longer lowers a players score.
   (CTFGame.cs)
   (PracticeCTFGame.cs)
   (DnDGame.cs)

 - Fixed a motion sensor sound bug that had "effect = 
   MotionSensorDeployEffect" in AudioProfile(SensorDeploySound), when it
   belongs in AudioProfile(MotionSensorDeploySound).
   (deployables.cs)

 - Fixed a spelling error in that wasn't causing any problems but resulted
   in inaccurate text searches on the file.
   (station.cs)

 - Fixed the bug that was sending multiple repair messages to a players chat
   HUD when a teammate repaired a object.
   (message.cs)

 - Added a waiting period when changing teams to prevent team change exploit
   to crash servers. Added admin variable so admins can team-change whoever 
   they want.
   (server.cs)

 - Only the "Storm" and "Inferno" default team names are used.
   (CTFGame.cs)
   (DnDGame.cs)

 - More information is displayed when observing a player. Rewrote 
   displayObserverHud.
   (hud.cs)
   (deafultGame.cs)
   
 - Observer camera is faster.
   (server.cs)
   (clientOverloads.cs)

 - Every 20 seconds, players can switch spawn spots during tournament mode 
   waiting period by suiciding.
   (inventory.cs)  
   (player.cs)
   (server.cs)
   (deafultGame.cs)

 - Echo chat to console for remote telnet apps.
   (message.cs)

 - Send a global chat message to alert players that a remote telnet connection
   has been established to the server.
   (server.cs)

 - Added a mod information load screen.
   (loadingGui.cs)
 
 - Fixed a setArmThread error in serverCmdPlayAnim()
   (server.cs)

 - Fixed a tournament mode bug that allowed players to start on the other teams
   side of the map. Code supplied by FSB-AO.
   (server.cs)

 - Fixed a beacon ammo pickup bug.
   (weapons.cs)
   
 - Tournament mode, pick-team bug fix.
   (server.cs)

 - Functions add player to admin and super admin list were not functioning 
   properly. Added command to activate admin HUD.
   (server.cs)
   
 - Removed duplicate function serverCmdResetControlObject(%client).
 - Added show name of turret controller.
   (serverCommanderMap.cs)

 - Add and restore game type feature and streamlined a little.
   (server.cs)

 - Added Mod HUD, so server side modders can have some client-side support.
   (modHud.cs)

 - Allow observer global chat to be seen by all, not just admins and other 
   observers.
   (message.cs)

 - Added new global array for reticles and visibility.
   (weapons.cs)

 - A .wav sound will play every time you do damage to a enemy player, or vehicle,
   with any of the weapons listed at end of this entry. The 
   $pref::Classic::playerHitSound and $pref::Classic::vehicleHitSound entries
   in clientPrefs.cs can be set to 0 to disable these. 
   The $pref::Classic::playerHitWav and $pref::Classic::vehicleHitWav entries in 
   clientPrefs.cs are used to specify the wav files played. The wav file must be
   under the 'audio' directory in your 'base' directory. You'll need to create
   the audio directory if it isn't there and you want to use a wav file that 
   isn't included with T2. The value for these entries have to be in quotes, have
   to begin with the two characters: ~w, and must contain a valid path to the 
   wav files. 
   
   For example, the default value of:
   $pref::Classic::playerHitWav = "~wfx/weapons/cg_hard4.wav";
   looks for the cg_hard4.wav file in ...\Tribes2\GameData\base\audio\fx\weapons\
   This directory is part of the T2 directory structure found in the audio.vl2
   file. There are hundreds of sound effects in the audio.vl2 you can use.
   
   To use your own wav file you would create a "audio" directory under the "base"
   directory if it's not already there. This would be the path:
   ...\Tribes2\GameData\base\audio\fx\weapons\
   Lets say your wav file has a filename of "guns.wav". Place the guns.wav file 
   in this audio directory and change the $pref::Classic::playerHitWav entry 
   in clientPrefs.cs to this:
   $pref::Classic::playerHitWav = "~wguns.wav";
      
   The .wav file is played when damage is done with these weapons;
   Blaster, Plasma Gun, Chaingun, Disc, Grenades (GL and hand), Laser, Mortar,
   Missile, ShockLance, Impact (object to object, AKA ramming), Controlled Plasma
   Turret, Controlled  AA Turret, Controlled ELF Turret, Controlled Mortar Turret,
   Controlled Missile Turret, Controlled Indoor Deployable Turret, Controlled 
   Outdoor Deployable Turret, Controlled Sentry Turret, Shrike Blaster, Bomber
   Plasma, Bomber Bomb, Tank Chaingun, Tank Mortar, Satchel.
   (vehicle.cs)
   (server.cs)
   (defaultGame.cs)

 - Added Client side option to allow you to use your repair kit even if your health
   is at maximum. This is controlled with the "$pref::Classic::wasteRepairKit" 
   variable in your ClientPrefs.cs file.
   (items.cs)

 - Added chat messages that inform players when their teammates destroy enemy
   objects. This feature can be turned on and off by editing the 
   $pref::Classic::ignoreTeamDestroyMessages option in the file 
   ...\Tribes2\GameData\classic\prefs\ClientPrefs.cs
   Set this to 1 to suppress the messages from being shown in your chat HUD,
   or 0 to view them.
   (CTFGame.cs)
   (PracticeCTFGame.cs)
   (message.cs)
   (clientOverloads.cs)

 - Added material sound and walk puff properties file for new terrain textures
   (classicPropMap.cs)

 - Cleaned up deployable's triggers.
   (SiegeGame.cs)
   (server.cs)

 - Some admin features now display the name of admin issuing the command.
   (server.cs)

 - Fixed a variable error in teamRepairMessage().
   (message.cs)

 - %name was never defined in ShapeBaseData::onDestroyed()
   (CTFGame.cs)

 - Added isNumber function to server.cs. Thanks goes to Writer.
   (server.cs)

 - Remove client's direct requests to start animations. Prevents players from
   switching the animation frame for their player/model.
   (chatMenuHud.cs)

 - Commented out code that sent client repair messages which would spam 
   messages. Replaced it with a new system for sending teammates repair and 
   destroy messages. This is for both information purposes and for stat 
   tracking.
   (CTFGame.cs)
   (PracticeCTFGame.cs)

 - Added a function for client-side scripters that returns a string that
   contains the mod name the server is running. See the setCameraSpeed()
   function in clientOverloads.cs for an example of how this works.
   (server.cs)
   (clientOverloads.cs)

 - Generators shield can withstand a bit more damage.
   (staticShape.cs) 

 - Removed all of the code for the trial demo. This lowers the memory 
   requirement and speeds up processing a bit.
   (CTFGame.cs)
   (admin.cs)
   (defaultGame.cs)
   (GameGui.cs)
   (loadingGui.cs)
   (PracticeCTFGame.cs)
   (server.cs)
   (serverDefaults.cs)
   (cloakingpack.cs)
   (repairpack.cs)
   (sensorjammerpack.cs)

 - Beacons can only be markers now, not targeting devices.
   (item.cs)

 - Fixed an old base bug that was trying to load a mission name instead of
   file.
   (server.cs)

 - Change the sound that's triggered when a team loses control of a 
   FlipFlop. The old one was the same as when your teams flag is taken.
   (defaultGame.cs)

 - Player will trigger stations (inventory, remote inventory, vehicle, and 
   MPB inventory) at higher speeds now. It was changed from ~77 kph to ~125
   kph.
   (station.cs)


===============================================================================
=                                  PACKS                                      =
===============================================================================
[CLOAK]
 - Lower energy consumption rate.
   (cloakingpack.cs)

 - Players are now completely invisible when cloaked.
   (support.cs)

[DEPLOYABLE PULSE SENSOR]
 - Increased detection radius from 150 to 175.
   (deployables.cs)

[SATCHEL]
 - Fixed Satchel bug. Prior to fix, clients couldn't pick up packs when satchel
   was destroyed from damage.
 - Satchel packs now stick when making contact with buildings and terrain.
 - Slight increase to satchel damage, explosion radius, and kickback.
   (satchelCharge.cs)

 - The time a satchel explodes after pressing fire was changed from 8/10th
   of a second to 6/10ths.
   (inventory.cs)

[REPAIR]
 - Slight increase to repair rate for non-player objects
 - Fixed lingering repair projectile bug (?).
   (repairpack.cs)

[SENSOR JAMMER]
 - When off, the user can only be detected (seen in enemy sensor net) if 
   exposed by a camera. If not detected, the player will not project a red 
   triangle over his head, and will not be targeted by sensor controlled turrets
   (all but sentry). When the SJP is on, it has the same affect as above for all
   friendly players over a 30m radius centered on the jamming player. It will
   also expose cloaked enemies.
 - Fixed a SJP bug that allowed players to retain jammed status after dropping
   this pack.
   (sensorjammerpack.cs)   

[SHIELD PACK]
 - Shield pack energy of heavy armor absorbs more damage.
   (player.cs)

[REMOTE INVENTORY]
 - Tweaked mass for new armor physics.
 - The range deployable inventories can be placed near each other was
   slightly reduced.
 - Fixed a bug that wasn't allowing players to equip at remote inventories
   that were just deployed until they stepped out of, and back into, the
   contact trigger. You can now deploy a inventory and equip from it 
   immediately.
   (deployables.cs)


===============================================================================
=                             PRACTICE MODE                                   =
===============================================================================
- Added a practice mode. This mode contains a variety of practice related 
  features.
  (practiceHud.cs)
  (aiPracticeCtf.cs)
  (GameGui.cs)
  (inventory.cs)  
  (loadingGui.cs)
  (PracticeCTFGame.cs)
  (practice.cs)      
  (server.cs)


===============================================================================
=          CHANGES NEEDED FOR TR2 + CLASSIC, SEARCH FILES WITH: tr2           =
===============================================================================
  (inventory.cs)
  (weapons.cs)
  (hud.cs)
  (player.cs)
  (inventoryhud.cs)
  (server.cs)


===============================================================================
=                                 TURRETS                                     =
===============================================================================
[ALL]
 - All turret barrel "item" references in image datablocks were mislabeled.
   (aaBarrelLarge.cs)
   (ELFBarrelLarge.cs)
   (indoorDeployableBarrel.cs)
   (missileBarrelLarge.cs)
   (mortarBarrelLarge.cs)
   (outdoorDeployableBarrel.cs)
   (plasmaBarrelLarge.cs)

 - The name of a turret will be changed to the name of the player controlling it.
   (serverCommanderMap.cs)

 - Added check to see if a turret has a valid owner, if not clear the variable.
   (player.cs)

[AA BARREL]
 - Slight decrease to wake up and unfold time.
   (aaBarrelLarge.cs)

[ELF BARREL]
 - Slight decrease to wake up and unfold time.
 - Projectile datablock was missing a emitter parameter, which spammed console.
   (ELFBarrelLarge.cs)

[MISSILE BARREL]
 - Slight decrease to time projectile detonates.
 - Corrected labels for sound datablocks.
 - Projectile sped up.
   (missileBarrelLarge.cs)

 - Prevent missile barrels from being controlled, which prevents long range 
   missile fire on enemy targets that can't be distracted by flares.
   (serverCommanderMap.cs)

[MORTAR BARREL]
 - Slight decrease to time projectile detonates.
 - Projectile velocity and max range increased to match hand mortar.
 - Projectile doesn't float in the air as much.
 - Explosion radius slightly reduced.
 - Slight decrease to wake up and unfold time.
 - Increased targeting radius from 160m to 400m.
   (mortarBarrelLarge.cs)

[PLASMA BARREL]
 - Increased damage.
   (plasmaBarrelLarge.cs)
   (damageTypes.cs)  

 - Increased projectile velocity.
 - Decreased time projectile exists.
 - Reduced targeting radius from 150m to 120m.
 - Slight decrease to wake up and unfold time.
   (plasmaBarrelLarge.cs)

[DEPLOYABLE TURRETS]
 - Slight decrease to wake up and unfold time.
   (outdoorDeployableBarrel.cs)
   (indoorDeployableBarrel.cs)

 - The number of turrets that can be deployed within an area was increased by
   one.
 - The range deployable turrets can be placed near each other was slightly
   reduced.
   (deployables.cs)

 - Fixed turret ownership issues when player switches teams or leaves the game.
   (player.cs)  


===============================================================================
=                                 VEHICLES                                    =
===============================================================================
[ALL]
 - Changed display of Vehicle Station HUD and how quick-key purchase operates.
   The Vehicle purchase HUD will remain up until the player leaves the station, 
   allowing them to make another selection.
 - Added a check to see if a player is in a inventory station when teleporting 
   to a vehicle. This prevents boarding a vehicle with an illegal armor type, 
   such as heavy armors piloting Grav Bikes.
   (serverVehicleHud.cs)
   (station.cs)

 - Players in a multi-player vehicle will receive a message when someone enters
   that vehicle.
   (player.cs)
   (serverVehicleHud.cs)

 - Fixed vehicle ghosting bug from stopping players.
   (player.cs)

 - Lingering time for destroyed vehicles reduced from 2 to 1/2 a second.
 - Console spam fixes.
   (vehicle.cs)

 - Sensors from all vehicles are shown on Command Screen, not just the shrike.
   (vehicle_bomber.cs)
   (vehicle_havoc.cs)  
   (vehicle_mpb.cs)
   (vehicle_tank.cs)
   (vehicle_wildcat.cs)

 - Fixed reticle problems.
   (serverCommanderMap.cs)

 - Fixed a target naming bug for vehicle stations.
   (station.cs)

 - Rewrote vehicles station code to fix a energy bug that would show
   the station being powered when it wasn't.
   (station.cs)

[BOMBER]
 - The Bomber turret barrels state references in image datablocks were
   mislabeled and caused console spam (fixed) and possibly screwed up rate of
   fire.
 - Kickback from bomb explosion is stronger.
 - Added gravityMod to bomb projectile to compensate for gravity change since
   engine bomber HUD drawing code wasn't changed, as it should have been.
 - Turbo thruster is slightly stronger.
 - Maximum speed is slightly higher.
 - Vertical thruster is slightly stronger.
   (vehicle_bomber.cs)

 - Bombers no longer do back flips when damaged.
   (projectiles.cs)

 - Added bombing reticle to pilot seat of bomber
   (clientOverloads.cs)

[GRAV BIKE]
 - Shield is weaker vs. weapon fire.
 - Maneuvering thruster is stronger.
 - Turbo thruster is stronger, resulting in higher speeds.
   (vehicle_wildcat.cs)

 - Added a Chaingun to nose.
   (vehicle_wildcat.cs)
   (defaultGame.cs)

[HAVOK]
 - Maneuvering thruster is stronger.
 - Turbo thruster is stronger, resulting in higher speeds.
 - Max speed increased.
   (vehicle_havoc.cs)

[MPB]
 - Spawns a bit higher on vehicle pad to prevent it from being dry docked.
 - Turbo thruster is stronger, resulting in higher speeds.
   (vehicle_mpb.cs)

 - Fixed exploit that allowed concussion grenades to propel the MPB into the
   sky.
   (projectiles.cs)

 - Fixed bug that was displaying MPB sensor in middle of map on the command 
   screen instead of origin of MPB.
   (weapTurretCode.cs)

 - The minimum range the MPB can be deployed from buildings and turrets was
   significantly reduced.
   (vehicle.cs)

 - Added MPB teleporter.
   (serverVehicleHud.cs)
   (vehicle.cs)
   (CTFGame.cs)
   (defaultGame.cs)
   (mpbTeleporter.cs)
   (SiegeGame.cs)
   (station.cs)

 - MPB Turret is modular.
   (vehicle.cs)
   (turret.cs)

[SHRIKE]
 - Vertical thruster is slightly stronger.
   (vehicle_shrike.cs)

[TANK]
 - Stronger air cushion.
 - Slightly higher speed before tank takes ground collision damage.
 - Maneuvering thruster is stronger.
 - Turbo thruster is stronger, resulting in higher speeds.
 - Projectile velocity sped up a bit due to higher gravity. Maximum range
   is approximately 450 meters.
   (vehicle_tank.cs)


===============================================================================
=                            VEHICLE STATION                                  =
===============================================================================
- Updated version of Zear's ministation.cs. That script allowed vehicle 
  stations to be scaled and moved. We updated it to accommodate the changes we
  made to the vehicle station code.
  (minivstationx.cs)

- Added targetTypeTag to StaticShapeData(StationVehiclePad) datablock,
  which should be there.
  (station.cs)


===============================================================================
=                                 WEAPONS                                     =
===============================================================================
[CHAINGUN]
 - Bullet spread is slightly tighter.
 - Does a tiny bit more damage.
 - Bullets travel a bit faster.
   (chaingun.cs)

[DISC]
 - Projectile speed is slightly faster in and out of water.
 - Disc inherits more velocity from the firing player.
 - Discs skip off of water at angles of 20 degrees or less.
 - Disc spread removed.
   (disc.cs)

 - Increased explosion kickback. The kick is greater increase when damaging 
   self, which allows for stronger disc jumps.
   (disc.cs)
   (projectile.cs)

[ELF]
 - Increased range from 37 to 38.
   (ELFGun.cs)

[GRENADE LAUNCHER]
 - Projectile inherits more velocity from firing player.
 - Projectile is slightly faster.
 - Projectile doesn't float in the air as much.
 - Slight decrease to the projectile detonation time.
   (grenadeLauncher.cs)

[MINE]
 - Inherits more velocity from the throwing player.
 - More arc when throwing mine ammo.
 - More power when throwing mine ammo.
   (weapon.cs)
 - Slightly less damage scale to heavy armor and MPB.
   (damageTypes.cs)

 - More arc when thrown.
 - Mine are always thrown at maximum force. Variable throwing power was
   removed.
   (inventory.cs)

 - Fixed a check to see if mines are banned.
   (inventoryHud.cs)

 - Mines can be detonated as soon as they're thrown, AKA "mine discing".
 - Fixed a bug that would forget to decrement the mine count for each team.
   This would eventually prevent a team from deploying any mines, even if
   they didn't have any deployed.
   (weapTurretCode.cs)

 - Raised mine limit to from 20 to 25.
 - Tiny increase to damage.
 - Small decrease to kickback. 
 - Slight increase to detonation range.
 - Mines do slightly less damage to static shapes.
   (mine.cs)
   
 - Added a key-bind for "Max Throw Mine" which will throw a mine at 
   maximum throwing range.
   (clientOverloads.cs)
   (inventory.cs)

[MISSILE LAUNCHER]
 - Missile duration is slightly longer.
 - Maximum missile projectile velocity increased.
 - Minimum heat to lock onto a target changed to match Missile Barrel.
   (missileLauncher.cs)
 
 - Players can no longer rapid-fire missiles.
   (projectiles.cs)
   (defaultGame.cs)

[MORTAR]
 - Slight decrease to time mortar projectile detonates.
 - Explosion radius slightly reduced.
 - Projectile velocity sped up a bit due to higher gravity, but still has same max range.
 - Projectile doesn't float in the air as much.
   (mortar.cs)

 - Players can no longer rapid-fire mortars.
   (projectiles.cs)
   (defaultGame.cs)

[PLASMA]
 - Slightly faster plasma projectile.
   (plasma.cs)

[SHOCKLANCE]
 - Increased kickback.
 - Increased maximum hit range to 16m.
 - Minimum energy required to fire changed from 15 to 3.
 - Fixed a bug that didn't trigger kickback from Shocklance damage.
   (shockLance.cs)

 - Added chat messages for rear ShockLance hits.
   (deathMessages.cs)
   (projectiles.cs)
   (CTFGame.cs)
   (defaultGame.cs)
   (PracticeCTFGame.cs)
