
3feb17:
.) Corrected error using cuptexshadid...needed lighting
	flag=0.

2feb17:
.) fiddling with darkness...must check all scenes...seems Ok
.) made castle darker to showcase planned lighting;
.) initial attempt to use chalice lighting effect within castle
	Excellent! (after adjusting light-pos. & ambient level)
	todo:  check that final message is legible.

1feb17:
.) elliminated redundant checks in pickLeft
.) added necessary check for batHasChalice in updateGameState
.) improved nearness-test parameters (for picking).

31jan17:
.) corrected pick logic:  now, if hand appears
	.) object is pickable
	.) avatar is translucent

##########################################################
4jan17: uploaded v1.0.9 to itch, github, indie, SF ######
##########################################################

3jan17:
.) minor error message (libopenal.a) corrected by
	using shared lib.

1jan17:
.) Corrected programming logic to delete old context prior to
	creating new one.  This may not have been noticeable
	given fullscreen mode.
.) refined scripts.

##########################################################
29dec16: uploaded v1.0.8 to itch, github, SF, indie ######
##########################################################

26dec16:
.) improved opengl code to allow less capable graphics.
.) improved build system to make apps that run on
	more linux distros.

23dec16:
.) added WASD keys for movement.

21dec16:
.) Improved avatar utilizes any minecraft character!
	One need only download the desired minecraft skin.
.) added identifiers to all calls to myassert;
.) elliminated error in branchnear when looking at nadir.


##########################################################
20dec16: uploaded v1.0.7 to itch, github, SF, indie ######
##########################################################


19dec16:
.) fixed mouse/keyboard operation of avatar, even inside.
.) fixed game controller functions.
.) adjusted pick radius smaller for keys, sword.

18dec16:
.) Began efforts at vertex/frag shader based avatar...
.) finished setup of avatarobj.ad?, avatarobj.?s
	Uses uniforms:  MVP,mytime,wPos,horiAng,direction,fade
.) preliminary walking Ok; translucent when showing glyph.
.) developed suitable textures, and ability to apply them;
.) Requires both actual & ideal cam.pos + cam.look
	and a lazy camera policy to move part way 
	from current toward ideal pos/look.
.) Does not yet work inside mazes.
.) Saved prior camera policy under xavatar/bundle_17dec16.

8dec16:
.) elliminated unused *.png files in ./data/
.) created [new] av2dec16t.tar.gz (AVmedia).

1dec16:
.) changed lab8 to purple fog.

##########################################################
1dec16: uploaded v1.0.6 to itch, github, SF, indie #######
##########################################################

1dec16:
.) revised labyrinth, more spooky
.) created intro-screen where user selects chapter
	in the style of reliquarium.
.) improved red dragon trajectory.

30nov16:
.) added roar @ 1st red dragon encounter
.) now, only water sound stops when leaving castle


30nov16: uploaded to itch.io, github, SF, indieDB #######

29nov16:
.) now working under sfml v2.4.1
.) repaired OS-X bundling.


28nov16:
.) Now using generalized snd4ada.cpp with a more elegant interface.


8nov16:
.) corrected height of ychalice after bat drops it in maze7.

6nov16:
.) created 6 compile scripts to match adagate;
	lcmpd, lcmps, lcmpss, ocmpd, ocmps, ocmpss,
	Each one copies output to *_gnu or *_osx.

4nov16: uploaded to github, SF #####################

3nov16:
.) shrunk size of ./data/ files.
	.) used sox to convert wav to ogg format.
	.) elliminated unused png files.
	.) is 125Mb, was 212Mb.

3nov16: uploaded to IndieDB, itch.io, github, SF #####################

2nov16:
.) Both chapters now use alternate musical endings.
	Added rotating image of K.P. @ endgame.
.) Now allows commandline parm for level, but if not,
	asks user for level.
.) added water soundloop within castle.

1nov16:  initial development ch2.  
.) Storyline: Minoans took chalice and hid it in the
	labyrinth.  Gamers must navigate the Atari "orange"
	maze to get to the labyrinth, then face the Minotaur.
.) Ch2 uses alternate skybox, maze-ceilings;
.) Ch2: red dragon attacks twice;  runs away 1st time.
.) Ch2: bat steals chalice.

15oct16:
.) added a round skylight in center of castle ceiling
	with cylindrical adobe interior so that exterior
	skybox is visible.

11oct16: uploaded to IndieDB, itch.io, github #####################

10oct16:
.) added full sort to help draw forest of pillars, each with 4 arches.
	In addition to drawing back to front, we still need to draw twice, 
	(1st time without depthmask) in order to appear optically correct
	given that overlapping arches have significant transparent sections.

09oct16: uploaded to SF,IndieDB,itch.io,github #####################

9oct16:
.) added pillars, pool in castle.
.) exterior brightens when chalice is brought out of maze,
	and ground cover is more lush.
.) added chalice icon

6oct16:
.) fixed dragon behavior when trying to avoid them by
	running back into castle or out of maze.

5oct16:
.) saved, but dropped avatar efforts...see 4oct16bkup.
.) improved sword;
.) moved held objects to screen center;  hand lower.
.) working on cornice;  see av-setup_castle.adb::140


4oct16:
.) initial trial for avatar...basic functions working:
	.) separate pos values for camera/avatar;
	.) camera is fixed distance behind/above 
		avatar and looking in same direction, always.
	.) Except after hitting wall and turning around...
		then moves toward 1st person again;
	.) Press "m" to toggle mouselook=1stPerson view;
	.) cheap/dirty avatar...fixed texture top view


23sep16: v1.0.2 uploaded to SF,itch.io,github ######################

22sep16:
.) reinstated <i>-key for information/introduction
.) made spider move vertically.

22sep16: uploaded to SF,IndieDB,itch.io,github #####################

21sep16:
.) added spider to castle
.) improved clarity of various code parameters

20sep16:
.) modified pickLeft to refrain from playSnd(8)=putdown
	since the handling of dropping an item is done in main.
.) added bat to maze5 that steals black key (and puts it
	in a more obvious place).
.) added red dragon to maze5;
.) improved snake drawing to respect fog level.

19sep16:
.) added green mambas to maze5, maze6.
.) ...they are now deadly!  Keep your distance!
.) ...in order to perform collision calcs, I had to Xfer 
	trajectory calcs from shader (snake.vs) to Ada code.
	Then changed uniforms accordingly.
.) Now you get a warning on the first encounter,
	and killed on the 2nd.  But if you avoid the snake
	for a minute, then you'll still get a warning, first.

18sep16:
.) defined new multiply-interconnected maze to match
	original "blue" maze in Atari Adventure.
.) scene 3 is now defunct;  replaced by maze5, which connects
	to scene 1, and maze6.  Maze6 connects to maze5 and the
	temple (scene #4), and has a secret panel where the bridge was.

16sep16:
.) now has secret pass-thru maze panel, in preparation
	for new blue maze layout for level 3.

15sep16: uploaded to IndieDB,itch.io,SF,github ######################

15sep16:
.) ychalice is now cup vertical center
.) improved dragon trajectory.

14sep16:
.) created/used holeSurfObj to elliminate rolling hills
	surface from inside castle.
.) enlarged skybox so distant exterior objects dont get clipped.
.) more carefully define gkeynear, etc.

12sep16:
.) Improved transitions & doorway views to connecting scenes
	1&2, 3&4, so they now look very professional.  This
	requires drawing both scenes simultaneously, but with
	different MVP matrices.  This, in turn, requires 
	bifurcating any common variables.
	
	Set special dimensions inside castle (Yme differs slightly)
	so as to allow conformal views thru gate...

	Scenes 1 vs 2 illustrates how to connect outside skybox
	view with a mostly conformal inside room.  In this case
	only the vertical Y-coordinate needed adjustment.
	The biggest complication here was the rolling hills 
	terrain of the exterior view.
	
	Scenes 3 vs 4 illustrates the simpler connection between
	two inside rooms where, if the doorway is mid-wall, 
	only 1 coordinate must be offset prior to redefining 
	the MVP matrix.

.) it seems the castle interior (x,z) must be conformal with,
	and smaller than, its exterior so as not to intrude into 
	exterior scene.

to join maze & temple, I did this:

.) remove image textures @ doorway;
.) draw both scenes simultaneously when necessary,
	noting that zme for each differs by 20.  This means
	that procedure updateMVPs must allow input of
	(xme,zme,coordscene#), and current scene# that we are drawing.

	DONE!
	note:  one must carefully ensure textures never exceed
	the bounds of the room.  Otherwise the adjacent room
	will not draw correctly.




11sep16:
.) set nearkey=0.8;
.) added roar.wav to encounters with dragon, per OA.

9sep16:
.) renamed "dungeon" to "temple"
.) perfected timing of final sound sequence:
	.) put-down chalice
	.) fanfare
	.) music

08sep16: uploaded to IndieDB,itch.io,SF,github ######################

08sep16
.) cleaned up unused resources;
.) setup for joystick, gamepad;
.) created videos, screenshots;


07sep16
.) setup/run on OS-X
.) added trees, less manicured grass
.) added Introduction and ending verbage.

05sep16
.) initial version roughed out
.) navigation working
.) drops/pickups working
.) 4 scenes designed for first level
	.) initial exterior castle in hills with skybox
	.) 3 interior room scenes
		.) castle interior
		.) maze + fancy fragshader ceiling, heavy fog
		.) greek temple room, purple fog

