Optimizing Player.GrabThrow(), and making the grabbing function
a bit better.
Finishing up the score thresholds.
Changing the area that items push around/destroy other items.
Fixing the jump pad to launch items/the player upward just as
high even when the object/player was moving downward when it hit
the jump pad.
Rolled draw() and main() back into a single function.
Implemented item "replacement", where dying items can replace
themselves with a new item. ie. a teleporter being crushed under
a crate will replace itself with scrap metal.
Adding Magnet and Scrap Metal items.

Replacing all instances of "dead=true" with "die()" to allow
items to replace themselves if they want.

Tweaking the tractor beam so it drags things along the ground
and has smaller effect on falling items.
Fixing a couple bugs with the end screen.
A rudimentary high-score implementation. Each level has its own
high-score table, which is in the savefile alongside the map and
itemlist.
Adding items Magnet and Scrap Metal
Made sprite.js less embarrassing.
Adding include for tileset code.

Adding artist Justin Chan to some credits at the bottom.
No changes?
Various physics and UI tweaks. Adding support for VOLATILEFLAG
on items.
Adding a Tileset system behind the scenes which allows for
robust tile scripting, multi-tile "objects" (which in turn allows
for more "object-based" instead of "tile-based" level editing,
with large set pieces with individual effects or uses), while
still allowing each tile of maps using the tileset to be represented
as a single number.

Also in-progress implementation for multi-layer maps with background
and foreground architecture for polish.
Including Justin Chan's artwork. CC-BY Justin Chan