.89f
-added Shatter script
-made EnemA "Azure Enemy" object
-made Sentry object w/sounds
-added sound for losing all ffield
-added sound for being shot by own colour
-added sound for green L-01 device effect
-added levelling effects for green L-01
-added consave command
.89g
-fixed achievements not getting saved unless the quit button is pressed
-increased efficiency of player trail-drawing by around 10.8 times
-fixed bug introduced in .89f involving the achievements menus (3rd menu shown but not complete)
-made "Squiggly" object
-made "bit3d" object
-made "AchNote" object
-added oblist command
.89h (27/9/09)
-added triShatter script
-made Glass object (99)
-made Shard2 object (146)
-made Spinner object (164)
-added limited remapping of right mouse button
-adjusted Bomb rate increase
-added nonselected weapon reload indicator
-gave sentries a tractor beam behaviour
-added bomb explosion glow
.89i
-added statalogue console command
-added repeat console command
-added holiday menu colours for:
	Valentine's
	X-mas
	St. Patrick's
	Hallowe'en
	US Earth
	Us Independence
-gave names to 1st page of achievements
-added achievement notices option for 1st page of achievements with settings menu toggle
.89j(18/10/09)
-finished (preliminarily) EnemM "Magenta Enemy" object
-same with EnShotM object
-Adjusted pause menu to allow settings changes or viewing of Achievement progress
-fixed a glitch with "Holding Out" Achievement whereby you could get it without having to die, if Achievement Notifications were turned on
-fixed a typo in "Double Excess" Achievement listing
-turned Black Hole launch sound into a 3d sound
-made Black Hole enemies fade when player dies
.89l
-fixed name entry being ended when user clicks outside name box.  That's been there since the textbox was introduced.
-added an easter egg for Mr.  W
-made Black Holes stop using surfaces because distortion broke so I turned it off
-turned Black Hole effect particles back on; not sure why they were off
-made some statistics work/work better
-made statistics screen work better
-made A and M enemies' health bars show in debug mode
-made CH shots die when hitting walls
-made enemy M shots get deflected by ffield
-made enemy M shots work better when hitting player (partly in terms of statkeeping)
.89m (24/10/09)+(25/10/09)
-attempted to fix a VISTA-related problem where it wouldn't read the settings file properly and crashed instead
-that didn't work, tried it again
-THAT didn't work, tried it AGAIN
-also adjusted the settings "unmapped key" warning
.89n
-fixed pointer disappearing in console
-implemented orb state 8 and its effects
-made Crescent effect object (unknown index)
-made Ice object (unknown index)
-made sentries able to target players other than the main one, and also orbs
-made orbs interact physically with sentries
-added Icer object for hitscan icing
.89o
-incorporated http_dll.dll
-added preliminary online score tracking (aw heck yeah)
-accidentally went up to script #90 unneccessarily (oops) and just deleted the scripts instead of renaming as UNUSED for repurposing
.89p
-made the network stuff spew into the console (the user as a result no longer sees an obnoxious popup window if the network fails (or if it succeeds, but that was never even a possibility))
-made it so that even if you don't place on your personal list, you give a name.
.89q
-added weekly scores stuff (oh god so complicated why)
-fixed something I forgot but it was pretty important
-made it so pressing p wouldn't pause in the stats screen (maybe that was it)
-put in a little thing that shows progress with server correspondence
-a blank name now results in "anonymous" on the online things
.89r
-fixed glitch where scores would not be updated to the user from the website after the first time, leading to desynching problems, for the weekly scores list.
-made the game tell the server what version of custom protocol it is using, which adds a little security to the weekly list.
.89rb
-just a little adjustment in the thing that says what version you're using
-and also a maybe fix for some stuff I'm tired go away
.89s
-made Networker (unknown index) object to handle network stuff; now pressing escape too early at the stats screen won't prevent the server from receiving your scores
-"enter your name" was too high up so now it's lower.
-made blue enemies give 1.5x points instead of 2x for same-colour kills
-applied the word filter to online scores as well as offline
.89t
-made Chartreuse enemies explode bombs when they touch them (not sure why this was not already happening)
-made Networker object get destroyed at the proper time
-made enemy purple shots destroy player bombs
-made health show up brighter when above starting amount
.89u
-"enter your name" was too high AGAIN WHAT HAPPENED AUGHRNUGAREGAH
-Networker was not in fact always getting destroyed at the proper time; hopefully it is now
.89v
-fixed a problem with Mr.  W's easter egg
-made cheaters not show up on the weekly scores, as I had intended
-made "view last stats" not try to get your name!
-bombs fire slower
-bomb rate acceleration is also slower.  Due to this and the previous, bomb jumping requires more difficult timing and top speed attainable by doing it might be slower
-cyan enemy shots now hit bombs
-enemy Black Holes now emit radiation properly
.89w
-made the volume slider work better!
-made the full-upgrade killsplosion act like you shot each enemy enough times with the weapon you were using for the absolute value of the damage to that enemy to equal their health...  Except you still get 3 points for every kill that's not the same colour as your weapon, like before.
-made white enemies make a points display thing when they're killed by the aforementioned killsplosion
-blue enemies are now slightly less brightly coloured because they didn't need to be quite so bright in the first place.
-fixed enemy electroballs; previously if they physically collided with the player and put the health at or below zero the player would not be dead.
.89x
-now you can kill Azure enemies with the Black Hole (which was supposed to be possible anyway) and you get an obscene amount of points for it.
-Cyan enemies now give you a lot of points for killing them with Electroballs.  It's a little more than half what you get for Azure-Azure kills.
-made the killsplosion points work the way they were supposed to instead of it only looking like it was...
-made minimap 1 pixel lower
-made cyan enemies slightly rarer
.89y
-when you get health and your health is already at maximum, it goes into your force-field
-added max pointgroup statistic.  Now this information is relayed to the server as well.
-cheat detection is slightly more lenient-now the console only sets it off if you use it
-added update checking, put an option in the settings and all that jazz.
-Made Upchecker object (unknown index)
-word filter no longer does stuff like replace assassin with donkeydonkeyin or replace arsenal with buttsenal.
-made comets move slightly differently
-made Nova (unknown index) object
-enemy black holes pull enemy bombs sideways now, and they pull each other too.
-While Black Hole is recharging, you can now deplete any active black holes by getting near them, facing them, and holding the fire button.
-achievement notices don't show up in the minimap anymore :V
-added BHR (49) black hole reload sound
-highscores list submission does not occur (maybe) if you didn't make it onto the list, which is what was supposed to happen
-azure enemies blow up into azure sparks instead of white ones
-AI player now targets enemies and hijacks the camera and you can see what enemy it is targeting and it's vulnerable to more stuff
-enemies will now target the AI player
-vulnerability to weapons past chartreuse now works correctly
.89z
-fixed a problem where it would say that an update was required, even if this was not the case.
-made the volume slider able to have the volume be at zero.
-made enemy black holes pull you some if you are using the black hole shrinker
-gave updater the option of "silent updates"
.89zb
-I don't know how it happened, but enemy spawns were using achievement notices as a parent, causing enemies to be able to spawn on top of the player, which is bad for the "camping" achievement.  So that's fixed.
-pressing escape at the stats screen submits your entry to the log.  You can have a name as long as you enter it into the textbox.
-now the player is told where they placed online, if they did.
.9
-When a detected cheater is notified of their score placement, it says they cheated instead of saying they are in place 0.
-Number of full upgrades is now included in log entries.
-Machine Gun now slowly loses accuracy until the fire button is released
.9b
-shield now blocks Green, as it was SUPPOSED TO SINCE GREEN WAS INVENTED
.9c
-pressing escape now correctly submits log entry
.9d
-pressing esc while paused at the achievements now doesn't put you at a blank screen
-you will not be said to be at place 0 online when you view previous stats
-achievement notices weren't showing up sometimes.  Now they are slightly more reliable.
-update check setting now gets deselected if you click outside its box
.9e
-A rank easter egg was fixed.  >!==!
-if you die, you can't pick up health.
.9f
-Debug 0 works again.
-Now if your score=the current system year, then your rank is  "The Year".
-scrunched controls configuration configuration and added Weapon Switch button.
-stuck a thing in the HUD to show which weapon you'll switch to if you press said button.
-added the option for right-click to be wepon switch
-I think you could have a few controls selected at once to be remapped, which is not great and now you can't.
-When you pause and go to settings, the big glowing "settings" text doesn't MOVE AROUND DEPENDING ON WHERE YOU WERE WHEN YOU PAUSED
-evidently introduced a bug where a "0" appears when you go to remap some keys.  I don't know why.
.9g
-Cyan enemy shots now are bounced off the shield weapon, and enemy electricity is stopped by it.  The area-of-effect damage thing isn't.
-organised some shield interactions and made them better.  And added some for some weapons.
-Enemy black holes should emit radiation properly...  again.  In theory.
-Enemy black holes pull in enemy cyan shots.
.9h
-Overcharging your health via orange enemies will not give your force-field such a ridiculous boost
-Your electricity can hurt Cyan enemies, because for some reason it wasn't before
-cyan enemies when killed by cyan burst into cyan bits instead of chartreuse ones (wtf)
-enemy cyan AOE damage doesn't affect player if player is cyan
-enemy cyan AOE damage should play a sound correctly now
.9i
-Added new quality setting:  "Higher"
-reimplemented an old thing which is now the only thing that should differ in "higher" quality mode:  A thing that keeps track of relative % of each enemy colour, just because.
-finally unlocked beta distortion effect for red orb, which joins the previous in being part of the higher quality mode.  distortion effects do not work in fullscreen mode.
-distortion effects don't influence the motion of fire
-Game now remembers your name for scores
.9ib
-won't have a problem where it wants to update even though you have the latest version
-higher quality mode does not make your health/ffield display turn magenta
.9j
-added restart console command
-Moved to latest version of IDE, which means faster load times, faster runtimes, and a whole slew of new glitches.
-For example, Seekers no longer hits enemies like it should.  The seekers stop beforehand, although they can still do damage if an enemy happens to run into them before they disappear.
.9k
-maybe fixed the problem of the stats screen not coming up sometimes, and instead showing the achievements...
-added RSS update whenever player gets first place online
-kills with yellow no longer count as kills with red
-added loadModel, gradeTri, and drawModel scripts
-made playermodel be loaded instead of doing it the nice, efficient way to allow customisation
-added some orb shapes to the models folder
-made the orb call upon those shapes.now all orb colours at least look like something even if they don't work!
-added 6 new sprites for 3 new textures.  They have their own files in the data/img folder now.
-When I added the higher quality mode, it was messed up with the Cyan orb.  Now it looks pretty again.
-discovered a problem where mapping a key to a key that is used by default and is then remapped causes it not to work.  kind of fixed it but probably broke some other aspect of keymapping...
-also discovered that mapping two functions to the same key does not work as it should.  HM!
-added ability to remap middle click, and also now mouse buttons can quick-switch.  The framework for that was changed too.
.9l
-made cyan weapon kill counter better
-lowered damage from cyan enemies by 1/2
-player now explodes into procedural bits
-azure enemies now give the number of points that they should for being killed by radiation or a black hole explosion.
-also they give you 8x instead of 9x points now.
-shortened range of cyan enemy shots a bit (projectile and electricity)
-made a minor adjustment to pointvalues from Orange enemies
-people seemed confused about the fact that the game's graphics can scale up higher than their graphics card will ever be able to handle, which was in large part my fault.  So now whilhe you're ingame the option to change between windowed and fullscreen mode is not present, because that doesn't work, and that was confusing.
-achievements buttan was bringing people to view last stats thing.  it shouldn't now.
-magenta enemies are now pulled into black holes
-so are their shots
-when you have a debug weapon selected when the game first starts up, it puts you at weapon 0.
-holding fire and pressing 5 would cause the l-01 sniper sound to play.  Always.  it doesn't now!
.9m
-shield is aligned slightly more straightly.  It was rather crooked before!  It's probably still crooked, but it's less easily noticed.
-shifted all test weapons up one slot and inserted Unaligned weapon...  and began implementing it.
-thus, now there is now ShotU (index 177).
-shifted all weapon bars to the left to make room for the new one eventually
-pausing the game and then going to the settings menu and leaving it brings you back to the regular pause menu now instead of unpausing.
-considered leaving the HUD visible when paused, but decided against it for now
-at some point I accidentally made enemies die as if killed by their own weapon when killed by cyan.  Now they are back to normal!
-l-01 device with sniper now affects magenta enemies
-magenta enemies can also now be caught on fire
.9mb
-unaligned was crashing.  fixed!
.9mc
-Changed UNUSED(111) to a funky sort of demo-effect thing.  Maybe it can be used for a...  teleporter or...  something I dunno.
-added sounds 51-53 for use by Unaligned and made it use 50-53.
-made accomodations for Unaligned in the HUD, but the upgrade indicators are not where they will be and of course it doesn't actually upgrade.
-for speed and identification purposes, enemy black hole swirly particles are just lines instead of fancy sprites.
-enemy black holes at some point started not emitting radiation AGAIN.  I don't know if I got that working.
-Some achievement notices also stopped working at some point.  I can't figure out how to fix them...yet...  but tried something anyway.  Maybe it's worse now!  WHO KNOWS! :D
-Cyan enemies were not reliably giving as many points as they should have been!  They are more reliable now!
-cyan kills to cyan enemies were incrementing kills with red.  durrrrr
-added images for sparkley,sparkley3, and bzat for use in effects to the data folder.
.9md
-Moved stat-tracking from nerium.org to colourfire.nfshost.com!  aaaaaaa
-volume slider was being malfunctional again.  I thought I fixed that in versions 0.89v and 0.89z!
.9me
-Reduced frequency of Cyan enemies
-Further implemented Unaligned weapon.
-Fixed a bug that somehow was unnoticed where there would not be a visual effect when weapons were upgraded.
.9mf
-mentioned that using the console will invalidate your score
-fixed a bug that allowed users to use test weapons without their score being invalidated
-made the final-stage Magenta wave travel faster
.9mg
-Spike projectiles are now flammable
-US Earth Day colouration changed to green and blue instead of just green (what WAS I thinking)
-Fixed some score-sending issues (hopefully)
-namer function uses stored names when it can't find one instead of just calling stuff "unnamed" in that situation.
-oblist function gives a name for each object index it finds, using namer function. Ingenious!
-Fixed another thing where you could end up with a weapon you shouldn't have and not be flagged as a cheater.
.9mh
-Online scores weren't working. Now they do!
.9mi (17/4/13)
-Dropbox changed their URL setup, so the update checker was unable to do its job. Now it is able to do its job unless the ColourFire site goes down.
.9mj (16/12/22)
-fixed a bug which could cause the game to close itself when the HTTP DLL tripped over something
-thought about adding controller support but tragically gave up partway through even though I want to return to this some day
.9mk (1/10/25)
-reworked the scoring system and added Disruptor Bursts
-took an unused "Circuity" visual effect and used it for Disruptor Bursts
-added scripts addDB, newScore, fireDisruptor, and fullupScore to go along with these adjustments
-added HUD elements for Disruptor Bursts
-added paeWnwO54 sound for when Orange enemies split.
-added dBurst55 and dbAdd56 sound effects for Disruptor Bursts
-added MaxUpgrade57 for fully upgrading a weapon
-death particles for Cyan and Magenta enemies where white when killed with non-matching weapons?? What the heck
-tweaked damage values for the player's Azure projectiles against Azure enemies to be higher
-similar deal for arcs from the player's Electroballs
-the outline of the HUD was 1 pixel off from reaching the right edge of the window
.9ml (2/10/25)
-adjusted the scores for full upgraded
-put in stats for DBs and fixed stats for upgrades that the last version broke
-added tiHE58 and paewNwOLP59 sounds for orange hits slurping
-made some sounds happen at the same time less; maybe it will help Windows 8 users avoid the audio crash bug a little?
.9mm(2/10/25)
-made the player's Magenta shots deal more damage to Magenta enemies
-slightly nerfed enemy Electroballs to have less speed and lifetime, and lowered their rate of zapping right before it gets to max level
-white enemies now contribute less toward Disruptor Bursts, to encourage leveling up other weapons at the beginning instead
-for the same purpose, Disruptor Bursts give a bit less XP now
-XP now scales with the individual enemy's max health instead of the global, in line with the scoring rework's goal of incentivizing killing fast instead of slow
-upgrade total stat was bugged
-white enemies get faster speeds, especially when closer to the player
-green enemies no longer approach the player if the player is too close
-required more kills to gain a D.B.
.9mn(2/9/26)
-another little patch for sounds for windows 8 users, just in case
-made cyan enemies take more damage from the player's electroballs
-cyan, azure, and magenta enemies now give more towards Disruptor Bursts
-disruptor bursts can no longer be used after you die