BATTLEZONE 1.5.2 BUILD NOTES

Version 1.5.2.19
Released 2013-11-26

General
* Select bzone16q.zix with Texture16=1 and LargeAssets=2
	- Eliminates the need to throw bzhw16q.zfs into addon
	- Prevents the HQ texture pack from crashing software rendering
* Fixed file system sometimes returning the wrong version of an asset
	- It made LargeAssets=2 use the version of check.odf from bzone.zfs
	- How did this ever work?
	
Stability
* Use SetEvent to notify the device reset worker thread that the reset is done
	- Should fix the worker thread sometimes never exiting (and hanging the game)
* Person handles negative time of intersection properly
	- Fixes crash when two Person objects spawn on top of each other
	- Notable example: cinematic near the end of NSDF mission 2
* Shell can tolerate maps with 10 character long filenames
	- 10 is a hard limit imposed by the Anet session descriptor 
	- The map itself may act up but the shell won't crash or fail
* Remove seismic wave when it departs valid terrain
	- Makes them work more like other ordnance types
	- Fixes a crash in Goomba's "Mystery Tower" map
* Fixed AI controller handling of longer mission names
	- Total filename can be up to 16 characters (with extension)
	- The shorter limit for multiplayer maps still applies, though
* Show an error instead of crashing...
	- When a DM or ST map has no spawn points
	- When setting an AIP that doesn't exist
		
Editing
* Fixed crash when restarting after saving a mission file
	- Restore the current working directory after saving
* Disable damage and lava heat in edit mode (Ctrl+A)

Scripting
* BuildObject function validates position

Multiplayer
* Fixed "zombie" powerups sometimes respawning every minute
	- Fix closely related to Dx's Daywrecker respawn fix
* BounceBomb expires if its owner goes away
	- Should eliminate most cases of "ghost" tanks
	- This is "backup" when other mechanisms fail
* Net game clients load the mission in parallel with the host
	- Greatly reduces startup delay for complex missions
	- Reduces chance of the client timing out if loading takes too long
* Improved team assignment in multiplayer
	- Value assigned in the pre-game lobby is only tentative
	- Assign permanent team number from spawn point packet
* Made player names in score system more reliable
	- Should fix spurious "Team <#>" in kill messages
* Fixed BounceBomb disappearing for the local player in multiplayer
	- It was pointing straight down into the ground

Gameplay
* Producers only update nacelles/fins/whatever while undeployed
	- Fixes CCA Recycler fins being in the wrong position
* ConstructionRig GetCommand uses SetConstructionMatrix
	- Ensures that the matrix gets properly sanitized
	- Reduces code redundancy
* Improved raw mouse input handling
	- Should mouse acceleration be an option?
* Fixed SAVs not moving
* Walker AI "ShouldAttack" works more like other combat units
	- Should make them better able to defend themselves
* Pilots launch from the Barracks properly
* Improved Scavenger handling of "pick up scrap" command
	- Skips straight to starting a ScavGotoScrap task
	- Lets the Scavenger pick up "locked" scrap pieces	
* Added "god" cheat code for non-Internet games (submitted by Dx)
	- Equivalent to bzfree + bztnt + bzbody + bzview + bzradar	

Effects:
* Construction blob draws properly with multiple camera views active
	- Submit was clearing the draw list so it only showed up on the first camera
* Converted ColorFade and LensFlare to GameFeature
	- They now show up in no-HUD (Shift-F5) view
* Tracer uses line segment LOD only with software rendering
