* Development 15 | Beta 1 | Development 0 | Experimental 0 *

* Added Game
* Added GameResource
* Added GameResourcePack
* Added GameImageResourcePack
* Added GameAudioResourcePack
* Added Applet
* Added AppletTest
* Added JavaApplet
* Added OpenGLApplet
* Added RenderVariablesJava
* Added Tile2D
* Added GUISlider
* Added GUIRenderableSlider
* Added GUIImageSlider
* Added GUISliderBuilder
* Added SliderTest
* Added ScrollEvent
* Added GUIScrollBar
* Added GUIImageScrollBar
* Added GUIRenderableScrollBar
* Added GUIScrollBarBuilder
* Added ScrollBarTest
* Added Rectangle
* Added TileMap2D
* Added OpenGLBufferUtils
* Added OpenGLShaderUtils
* Added Shader
* Added FontPack
* Added FontStore
* Added OpenGLUtils
* Added GUIWindow
* Added GUIImageWindow
* Added GUIRendeableWindow
* Added WindowSizeChangedEvent
* Added WindowListener
* Added GUIMessageDialogBox
* Added GUIConfirmDialogBox
* Added GUIInputDialogBox
* Added DialogBoxTest
* Added GUIDropDownMenu
* Added GUIRenderableDropDownMenu
* Added GUIImageDropDownMenu
* Added GUIDropDownMenuTest
* Added GUIDropDownList
* Added GUIImageDropDownList
* Added GUIRenderableDropDownList
* Added GUIDropDownListTest
* Added GameValues
* Added a lot of variables and a few methods in KeyboardInput
* Added the method create(int r, int b, int g) in Colour
* Added the method create(int r, int b, int g, int a) in Colour
* Added the method renderInCentre() in GUIFont for convenience
* Added the method renderInCentreAtX() in GUIFont for convenience
* Added the method renderInCentreAtY() in GUIFont for convenience
* Added the method movePanel() in GUIPanel
* Added the method setPanelPosition() in GUIPanel
* Added the method onScroll() to InputListener
* Added the method setupRemoveAlpha() in OpenGLSetupUtils
* Added the method tick() in EngineLoop
* Added the abstract method resetEffect() in Effect
* Added the variable maxNumberOfCycles in EffectColourFade
* Added the variable inFolder to read() method in FileUtils
* Added some methods in Vector2D such as asPoint()
* Added the variable Applet in Settings
* Added the variable: selected to GUIComponent
* Added the tileSize variable in the constructor of TileMap2D
* Added the startYvariable in the constructor of TileMap2D
* Added a basic physics engine (I am developing it in a separate project
like the Scripting Language)
* Added scrolling events

* Changed the method isVisble() to isVisible() in Window
* Changed some methods in Vector2D to return a new vector instead of
affect the current one
* Changed the type of the 'tiles' array in TileMap2D to be Tile2D
* Changed the type of the tileSize and startY variables in TileMap2D to
doubles instead of integers
* Changed KeyboardInput so that all of the keyboard's keys have key
codes and boolean values stored there
* Changed the type of the tileSize and startY variables in TileMap2D to
doubles instead of integers
* Changed variable in GUI from the type GUIPanel to GUIComponent
* Changed method in GUIButton isSelected() to isButtonSelected()
* Changed the method name update() to updatePanel() in GUIPanel
* Changed the method name render() to renderPanel() in GUIPanel
* Changed Game to such a way that you should be able to extend it and
use it on android (Only need to extend AndroidActivity then give an
instance of Game) (NOTE: Don't call createGame())
* Changed the parameter: width from the type integer to double in
GUITextDisplayArea
* Changed the way Entity2D is updated. The velocity is multiplied by the
current delta then added to the entity's position and the same for the
rotation
velocity. This means that the velocity may be different from before ,
however the speed of the computer the game is running on will not effect
the time it takes an entity to move a certain distance.

* Created the package org.simplecorporation.myengine.core.applet
* Created the package org.simplecorporation.myengine.core.game2d.tilemap
* Created package org.simplecorporation.myengine.core.gui.slider
* Created the package org.simplecorporation.myengine.core.rectangle
* Created the package org.simplecorporation.myengine.core.opengl.shader
* Created the package org.simplecorporation.myengine.utils.opengl.shader
* Created the package org.simplecorporation.myengine.core.gui.window
* Created the package org.simplecorporation.myengine.core.event
* Created the package
org.simplecorporation.myengine.core.gui.dropdownlist

* Moved Event from org.simplecorporation.myengine.core.input.event to
org.simplecorporation.myengine.core.event
* Moved all game update methods to tick() in EngineLoop instead of
start()
* Moved the 'text' variable in GUIRenderableButton and GUIImageButton to
GUIButton

* Renamed Game to BaseGame
* Renamed Point2D to Vector2D
* Renamed package org.simplecorporation.myengine.core.game2d.point to
org.simplecorporation.myengine.core.game2d.vector

* Removed the constructor Colour(int r, int g, int b) in Colour
* Removed the constructor Colour(int r, int g, int b, int a) in Colour
* Removed everything to do with the old scripting engine
* Removed AndroidGame
* Removed duplicate method from GUIBuilder

* Fixed bug: When using Java2D the mouse cliked event was called twice
* Fixed bug: When using Java2D the mouse pressed event was giving the
wrong mouse button id's
* Fixed bug: InputManagerJava was calling mouse clicked when the mouse
was pressed/released
* Fixed bug: InputManagerJava was using the wrong x and y values when
calling a mouse released event
* Fixed bug: GUITextDisplayArea word wrapping was ignored when a new
line started
* Fixed bug: GUISlider wasn't sliding properly
* Fixed bug: Spelling mistake when writing Settings config, this
prevented the setting of the MusicVolume setting (MusicVolument)
* Fixed bug: MusicVolume not setting due to looking at split[1] instead
of split[0]
* Fixed bug: A null tile in TileMap2D caused a NullPointerException
* Fixed bug: The delta value was always 0, this will cause movement and
velocities to move alot faster now
* Fixed bug: JavaWindow was calling Thread.sleep() with a minus number
causeing an excpetion on slower computers
* Fixed bug: A null tile in TileMap2D caused a NullPointerException
* Fixed bug: The delta value was always 0, this will cause movement and
velocities to move alot faster now
* Fixed bug: JavaWindow was calling Thread.sleep() with a minus number
causing an excpetion on slower computers
* Fixed bug: Current position of mouse not set when not using OpenGL and
mouse clicked
* Fixed big: If a component in a panel equaled the panel's x, y, width,
or height it didn't update or render
* Fixed bug: If the panel x + height was less than a button it didn't
show (Should of been x + width)
* Fixed bug: IndexOutOfBoundsException when writing an empty file
* Fixed bug: When changing screen size, and using OpenGL, the OpenGL
view port wasn't resized
* Fixed bug: Problems when changing from fullscreen to not fullscreen
when using OpenGL
* Fixed bug: The width of GUILabel was never set
* Fixed bug: The following settings caused a problem
(IllegalStateException):
		Android: false
		Window.Title: Elements
		Window.Fullscreen: true
		Window.Border: true
		Window.Size.Width: 1366.0
		Window.Size.Height: 768.0
		Video.MaxFPS: 60
		Video.VSync: true
		Video.OpenGL: true
		Video.AntiAliasing: true
		Audio.SoundEffectVolume: 100
		Audio.MusicVolument: 100
* Found bug: GUICheckBox doesn't work on Android

* NOTE: I haven't tested the applets because of Java 7 because it is
blocking my application unless I sign it
* NOTE: TouchEvent now uses the constance EVENT_DOWN and EVENT_UP
* NOTE: TileMap2D now sets the positions of all of the tiles
* NOTE: When using keyboard input the key code is now in the format of
the codes in KeyboardInput
* NOTE: When using Java only the left of left/right keys will be called
e.g. only the left shift will ever be called
* NOTE: GUIPanel now extends GUIComponent
* NOTE: GUI now takes GUIComponent's instead of GUIPanel's
* NOTE: If you wish to move a GUIPanel with components in it use the
method setPanelPosition() and movePanel()
* NOTE: GUI now holds GUIPanels instead of GUIComponents
* NOTE: GUIPanel no longer descends from GUIComponent
* NOTE: It is now possible to read a file from within the same .jar file
* NOTE: You can call methods in OpenGLSetupUtils and OpenGLUtils without
causing error when not using OpenGL
* NOTE: Now using LWJGL V2.9.1
* NOTE: The AndroidGameThread now uses the methods in EngineLoop to
update and
render the game. This means that the FPS and DELTA values are now
measured and the DEBUGGING setting now affects the output of debug info
onto the screen when using MyEngine on Android
* NOTE: Started writing Javadoc's

---------------------------------------------
UPDATED TO: Physics Engine 1 Build 2
---------------------------------------------
* Added PhysicsObject2D
* Added PhysicsObject2DValues
* Added PhysicsScene2D
* Added AABB
* Added Circle
* Added CollisionDetector
* Added CollisionResolver
* Added Gravity2D
* Added PhysicsUtils
* Added PhysicsEngine
* Added the method checkColiision() in CollisionDetector
* Added the method applyGravity() in Gravity2D
* Added variables in PhysicsObject2D to disable gravity, collisions and
movement for that object

* Created the package
org.simplecorporation.myengine.core.engine.physics2d

---------------------------------------------
UPDATED TO Scripting Language 1 Build 4
---------------------------------------------

* Added Settings.sl
* Added Game.sl
* Added BasicRenderer.sl
* Added ScriptValues
* Added LibraryBasicRenderer
* Added the method runMethod() in ScriptInterpreter
* Added the ability to call methods in the same class by writing the
method name on a separate line

* Fixed bug: Declaring a variable within a method was causing an
IndexOutOfBoundsException due to ScriptClass parsing these variables as
well as the ones outside of the method