0.1.0 :

+ Added clamp functions.

~ Fixed camera bug where zoom and dezoom were not performed at the same
speed. Zoom now follows a function and not a fixed step iteration. This
still needs some tweaks, there is a bug with the clamping to limit
camera min and max zoom.
0.1.1 :

+ Added mesh/sprite scaling. In the actor JSON files, width and height
now works as intended and rescale the basic(quadmesh.json) mesh to be to
the right size.
It auto update the resouce manager so that 2 meshes having the same base
mesh and same size will not result in two different created meshes in
the engine.
0.1.1 :

+ Added hextile and man sprites. First shot.

~ Fixed Textures and Fonts loading. Renderer didn't check its array size
so it was limited to 10 textures and 10 fonts, then crashed.
0.1.1 :

~ Fixed last camera bug. When the camera didn't get updated when it
reached min or max position. This resulted in a gap when zooming in the
other direction afterwards.

+ New shadowed version of man texture (still in design development).
0.1.1 :

+ Added my GLDL project as part of this one, to debug GL. It replaces
GLEW if the USE_GLDL flag is set to 1 in the Makefile.
0.1.1 :

- Removed SOIL library

+ Added libPNG to load images (PNG only for now).
0.1.1 :

- Removed all data from github. Its now on a private server.

? Began working on map system. It'll use Square isometric tiles.
? First/Last/Sur-name are now optionals in actor definition.
? Entity is renamed Sprite in all source code.

~ Fixed nasty bug where shader was not set to draw sprites(entities).
0.1.1 :

+ Began work on Client-Server architecture.
+ Added net functions (working with UDP protocol)

~ Fixed Clock_sleep. Did not enough wait time on unix.
0.0.1 :

? Modified TODO
0.1.2 :

+ Added Client.

? Modified handling of client-server interface. next step is packet
sequence(and ack) and in general more reliability in the architecture.
0.1.2 :

+ Added working packet queue (net.c). It's a fixed-size sorted list of
packets; sorted according to packet sequence number.
0.1.2 :

+ Began work on sequence and acknowledgment implementation on top of
UDP.
+ Added Client-Server differentiation in connection_t.

~ Fixed a resize bug in TextArray.
0.1.2 :

+ Added possibility to remove arbitrary elements from packet queue.

? Continuing work on reliability system for packet transmission.
0.1.2 :

+ The Client-Server functionnality now works entirely. Packets are sent
and received between client and server and acknowledged back. Lost
packets are counted (no handling yet).
Only need flow control and the architecture will be quite solid.
0.1.3 :

+ Finalized the Client-Server architecture (for one client only for
now).
+ implemented Flow Control (2 rates : 10 and 30 packets/s)

~ Corrected some bugs slowing flow.
0.1.3 :

+ Modified source hierarchy to classify between common, server and
client stuff. Makefiles are changed too.
+ Client and Server produce two different executables now.

? ResourceManager is now a static var. Not part of World anymore.
? Modified Actor loading. It does not directly load the assets (mesh &
texture), but just get their location in a string. The client will then
load it when it feel like it. (TODO)
? Freetype is now linked via its /usr/lib/libfreetype.a. I might do this
for glfw too.

~ Fixed some array bugs.
0.1.5 :

+ Remade the Makefile and src folder hierarchy to separate server,
client and common stuff.
+ Net architecture now fully support multi-clients (up to 8 for now)
+ Each client is attributed a sessionID when asking for connection. This
ID is the hash of a random number, to avoid collisions.
+ Net architecture fully handle connection and disconnection.
+ Client and Server are now 2 separate executables. I still need to make
a non-networked version for solo play.
+ ResourceManager is now a static instance initialized by the game. Its
not part of World anymore.
+ The logs now show the time of the msg writing (since client or server
initialization)
+ Memory manager now show the full file name when displaying error,
instead of their first letter only.
+ Added the possibility to have managed data in HandleManager (pointer
data that is allocated and free'd when the handlemanager is destructed
or when asked)

? The architecture is now nearly ready for use with gameplay stuff
transfered over network. When nothing need to be transfered, server and
clients still transmit keepalive(or heartbeats) to maintain the UDP flow
? Client and Server maintain their own log. The Game log has been
removed.
? Actors dont directly load their assets when loaded as resources. This
is done during Game_init. This is done because Actors are a data
structure also present on the server side, as is World.
? You can connect several clients from the same computer. each one will
use a new socket on a new port.
0.1.5 :

~ Fixed connection steps and validation. Everything goes fine now!
0.1.5 :

+ Server now refuse connection if full.

~ Fixed bug with index removal in packet_info_queue