============================
Open Jedi Project Change Log
============================

This file stores all the information about what has changed from release version to release version for OJP.


========================
0000 - Table of Contents
========================

	0000..................Table of Contents
	0001..................Basic
	0002..................Enhanced
	0003..................Vehicles
	0004..................Skins



============
0001 - Basic
============

Version 0.0.9

	New Features:

		OJP Client Plugin Detection - OJP can now detect when a player is running the mod on their computer.  This is useful for tweaking content based on weither or not the client is running the mod.

	Improvements/Fixes:

		True View - Fixed bug with other players' model loads changing the player's True View eye position.

		Holstered Weapons - Added cvar (ojp_holsteredweapons) to control this feature.
				  - Not running OJP while on a OJP server no longer makes the game crash.  (Added client plugin detection)
				  - Players can now see their own holstered weapons even if they are running on a server with players that aren't running the mod on their systems.

		RGB Sabers - Renamed the RGB saber blade shader file to prevent weird conflicts with certain hilt/blade mods.
			   - Cleaned up some of the menu descriptions.


Version 0.0.8

	Improvements/Fixes:

		Auto Team Balancer - Team Balancer now correctly moves bots to balance teams instead of human players (if possible).
				   - Auto team balance switches are now logged in the server log.

		BugFix15 - Fixed bug with saber styles being switchable when the lightsaber is not currently being used.

		Holstered Weapons (VisualWeapons) - This feature has been reenabled and now compatible with all player models.  (This feature only works if the player is playing with the OJP mod running on the client side).

		Private Duel Enhancements (DuelSys):
			- You can no longer use medpacks while in private duels.

		Red Green Blue Sabers - Fixed problem with the shader file conflicting with some saber/blade mods, which resulted in missing textures for the RGB blade effects.
 

Version 0.0.7b9:

	Improvements/Fixes:

		TABBots:
			- Bots now go after ammo/weapons when they want/need them and while they're hunting around the map for their kill targets.
			- Fixed bug with bots not properly aimming ahead of their targets.


Version 0.0.7b8:

	New Features:

		Admin System:
			Kick Ally Menu - Added a Kick Ally menu to the Call Vote menu make it much easier to use the teamkick vote option.

		BugFix12 - Fixed a problem with the g2LastSurfaceHit stuff not accounting for ghoul2 hits on models other than the player model (like the player's jetpack, weapon, saber, etc).

		BugFix13 - Detpacks and other player objects can no longer be used to block movers (bridges, elevators, etc).  This was a major exploit on siege_hoth.

		BugFix14 - Fixed problem with bots appearing to be on the wrong team in team games.

		CoOp:
			- Players now automatically have the melee ability in CoOp.

		CoOp Editor (CoOpEditor) - Fancy little editor for adding additional spawnpoints and autosaves points to make CoOp work better.

		Private Duel Enhancements (DuelSys):
			- Private duels are now allowed in team games.
			- Players can now do private duels with teammates in team games where friendly fire is turned on.  Now you can take revenge against those terrible Team Killers!
			- You can now allow simultanious private duels by using g_multiDuel.
			- You can now display the duel stats (shields and hitpoints) with g_duelStats.
			- You can log duel stats to the game.log with g_logDuelStats.
			- Added cvar for the amount of time a player must wait between private duel invites.
			- g_playerDuelShield now determines private duel hitpoint/shield settings.

	Improvements/Fixes:

		Bot Tweaks:  
			- Added the ability to switch which player can edit waypoints with the waypoint editor with bot_wp_editornumber.  Only the player that has been designated can see the waypoint data or use the edit commands.
			- Added cvars (g_allowBotLimit, g_maxBots, g_minHumans) that allow you to set a range of minimum players to bots per team instead of the hard limit of bot_minplayers.

		BotFPSScaler:
			- Removed this feature because it didn't work as intended.
		
		CoOp:  Fixed issue with sabers and force powers restrictions not working right on yavin1b.

		RGB Sabers:  
			- Redid the RGB saber textures to make the RGB sabers look more like the basejkas sabers.
			- Changed the RGB saber icon to make it easier to understand what it does.

		Old Gametypes:  The Pull Holocron in Holocron FFA now have the correct skin.

		TABBots:
			- Bots in JediMaster now always know where the jedimaster is.
			- Bots now vary saber attack directions.
			- Attack distances for the saber tweaked.
			- Bots are now better at getting around obsticles and other players.
			- Bots now accept challenges for private saber duels.
			- Added bot routes for all the basejka and bonus maps.
			- Fixed problem with the bots using the elevators to suicide a lot on Hoth Siege.

		TrueView - Updated the trueview.cfg file with True View configs for some popular Episode 3 models.

		Various UI Tweaks:
			- The additional menu options now have german and spanish translations.

	New Cvars:

		Bot Tweaks:
			bot_wp_editornumber 0 - This cvar sets which client (by client number) is the editing person.  Only this person recieves the waypoint info or can issue waypoint commands.
			g_allowBotLimit 0- enables the bots to remain on the server when players exist.	
			g_maxBots - Maximum amount of bots (per team) allowed on the server at a given time.
			g_minHumans - minimum amount of players (per team) allowed on the server before the bots leave.

		Private Duel Enhancements:
			g_multiDuel 1 - Toggles weither or not multiple private duels are permitted at the same time.
			g_duelStats 1 - Sets who recieves private duel stat information.
					0 = noone
					1 = duelers
					2 = everyone on server
			g_logDuelStats 0 - Toggles the recording of private duel stats to game.log.  Great for tracking stats!!
			g_duelTimer 10 - how long you have to wait until your next duel in seconds, default is 10.	
			g_playerDuelShield 50 - the shield value you start with in a private duel.  Set this to -1 to not restore pre-duel health/shields to duel winners and not give full health to starting duelers.

		
Version 0.0.7b7:

	New Features:

		Admin System:	
			 - Auto Suicider kick/ban System (forgot to document): New system that automatically kicks and/or bans players that abuse the (/kill) command too much.  See New Cvars.

			 - Chat Spam Protection (ChatSpamProtection): The chat channels are now protected against people spamming the channels, use ojp_chatProtectTime to set how often you can send chat messages.

		BugFix10 - Elevators are no longer blocked by dead body limbs or dropped weapons.
	
		BugFix11 - Fix for problem with bots being blocked from getting into password protected servers.

		weapons.dat (WEAPONSDAT) - CoOp now uses the /ext_data/weapons.dat (sp weapon data file) to override the weapon/ammo data.

	Improvements:

		Auto Team Balancer - New option (g_teamForceBalance) to balance the humans/bots on the teams in addition to the standard team balancing.

		CoOp - Made turrets work.  They now use and regen ammo.
 		     - Disabled warm up for CoOp to prevent problems.
		     - Fixed problem with players being visible when they spawn in during camera scripting.
		     - Fixed bug where NPCs weren't firing at players that had been in a cutscene.

	New Cvars:

		g_autoBanKillSpammers - Auto ban a player after this many suicides (/kill). 0 = no limit.
		g_autoKickKillSpammers - Auto kick a player after this many suicides (/kill). 0 = no limit.
		ojp_chatProtectTime - Sets how often a player can send text messages.


Version 0.0.7b6:

	New Features:

		BugFix9 - Fixed a problem with spectators getting kicked when following bot players.

	Improvements:

		BotTweaks - Human specators don't count towards the bot_minplayer checks unless it's powerduel/duel.

		TABBots - Bots can actually play JediMaster mode now.
			- Bots now use contour tracing to navigate around obsticles if they can.  This improves their ability to get around things.
			- Bots now correctly join siege games instead of sometimes getting stuck in spectator mode.


Version 0.0.7b5:

	Improvements:

		AdminSys - kick votes automatically try to do a teamkick vote if normal kicking is disabled.

		OLDGAMETYPES - OJP now automagically creates the jedimaster spawn point on maps that don't have jedimaster support.  Meaning that all maps now support JediMaster mode by defualt.  Menus now reflect this.

		ROQFiles - g_allowROQ (0):  cvar to enable/disable ROQ playing.  ROQ playing doesn't currently work with multiple players.

		TABBots - TABBots can now play JediMaster mode.
		

Version 0.0.7:

	New Features:

		AOTCAI - Added AotC TC bot ai code as a new bot type.

		BotFPSScaler - added system to dynamically scale the bot AI to prevent the bot AI from slowing the server fps down too much.  Use ojp_BotCPUUsage to set the percentage of the sv_fps the bot ai is allowed to use.

		Extra Vehicle Implementation - New cloaking ability option for vehicles.  Vehicles with cloak can be cloaked by pressing the Use Forcepower button.

		Mac Port - Code now ready for Mac Port compiling.

		ImprovedObituary - NPCs now have names in the Obituary messages.

		RandomBotNames - Bots that are randomly added to the game now have randomly created names.

		ROFF scripting supported added to MP.

		SPWAYPOINTS - Ability to let the MP bots use the SP waypoints for navigation in addition to the MP bot waypoints.  This should in theorygive bots limited support on SP maps.  Use ojp_spwaypoints to toggle.

		WATERJUMPFIX - Fixed problem with players not being able jump up onto ledges from in water.

		VehicleTweaks - Player's in fighters now have their views follow the rolling of the vehicle.

	Fixes:
		
		Holstered Weapons - This feature has been disabled to enable OJP Basic to work in server-only mode.  Please let us know if you want this feature reenabled and/or improved.

	Improvements:

		Cooperative - Massive updates.

		Auto Team Balancer - Bots are now switched before humans by the balancer.



Version 0.0.6:

	New Features:


		Admin System:
			- Auto Team Balancer:  This admin feature allows the server to automatically scan for team 						
				imbalance every 30 seconds.  If an imbalance is found, the newest player on the larger 						
				team will be switched to the other team.
			- Vote Control:  Admins can now select which vote items they want players to be able to vote on.
		
		CoOp Gametype:
			- New gametype enabling players cooperatively take on the singleplayer missions.  WIP. See 							
				OJP_coop.txt

		Linux Compile:
			- The OJP code will now compile on the gcc compiler for Linux.

		TAB Bots:
			- Totally redesigned AI bots for multiplayer.  WIP. Currently works on all the default Siege 
				maps and all FFA gametypes.  See OJP_bots.txt.

		Various Menu Tweaks:
			- Doubled the number of skins icons that will be displayed in the player selection menu.

		Misc:
			-Completely rewrote bot_minplayers the way it was intended.

	New cvars:
		-ojp_skipcutscenes - Controls how the server handles the skipping of cutscenes during CoOp missions.

	Improvements:

		Admin System:
			- The vote command ("/vote") and the yes/no menu options now apply to both team votes and general 				votes.  In terms of priority, team votes are voted on before general votes.

		Various UI Tweaks:
			- You can now use the bot selection menu in the server/game creation menus to add specific bots in Siege.

	BugFixes:
		- Fixed serious issue with siege capture items (misc_siege_item) getting stuck in walls and then floating 			out of the map. 
		- Fixed stack overflow in CalculateRanks().
		- Placed #ifndef FINAL_BUILD in places that were missed, causing compile errors.



Version 0.0.5:

	New Features:

	Admin System:

		- Auto TK (team killers) kick/ban admin cvars (g_autoKickTKSpammers/g_autoBanTKSpammers) with auto warning system. 

		- Expanded IP Banlist:  The IP banlist now uses an externally stored file (banip.txt) to ban certain IP addresses from the server.  You can use incomplete IPs (IE 192.246.40) to ban entire subnets.  Use the standard commands addip, removeip, and listip to use this feature.

		- Client IPs are now recorded to the game log whenever a client connects.  This is so admins can easily ban troublemakers after the fact.

		- Team Kicking:  You can now kick members of your own team using the voting menu while in team gametypes.  Use g_allowTeamVote to toggle.
		
	Asteroids Code - All the Asteroids Mod code has been ported to OJP.  You can now use Asteroids' maps without problems.

	BugFix 2 - Fixes a major issue with the animation timer calculation in MP.  The animation timers are now calculated correctly and this should help with animations that play in Force Rage, Force Speed, or at odd saber animation speeds.

	BugFix 3 - Fixes bug in the fall damage code that causes client number 0 to always take Jedi style fall damage even when not meeting any of the Jedi style requirements.
	
	BugFix 4 - Fixes an issue with Linux servers and RandFloat.  It was causing all sorts of weird issues.

	BugFix 5 - Fixed minor bug with saber clash effect logic.

	BugFix 6 - Twi'lek "skirts" 3 and 4 are now twosided (added z_newstuff.shader)

	Bot Tweaks:
	
		- Bots in honorable duel acceptance mode (bot_honorableduelacceptance 1) now require you to fully holster your saber before accepting a saber challenge.

		- Add Bot menu commands added to vchat menu, so the addbot menu is now availible in all team gamemodes.

		- Bot AI FPS Cvar: 
			You can now control how often (in fps) the Bot AI is processed by using the bot_fps cvar.  NOTE:  The Bot AI can't be done faster than the current server fps (sv_fps).

		- Bots can now move thru all areas that players can.

		- Cleared up the strafe code a bit to reduce CPU useage.

		- Changed the default settings for both "bot_wp_distconnect" and "bot_wp_visconnect to off.

		- Removed some redundent code.

	Dismemberment Enhancements - Players can now have more than one limb lopped off at a time and explosive attacks now blow players to pieces.  Note:  This doesn't work for bodies after the player has respawned.

	Extra Vehicle Implementation - specifically for VH_WALKER vehicles. Allows Droideka vehicles.  See OJP_vehicles.txt for more details.

	Holocron Gametype Update:
		
		- Added holocron points for all JKA FFA maps in the form of an external file.
	
		- Added holocron commands "!addholocron", "!saveholocrons" and "!spawnholocron" while in bot_wp_edit mode.

		- Added holocron point hpf files from AOTCTC for compatability.

	Holstered Weapons - You can now see the weapons you're carrying (but not using) holstered on your player's body.  Note:  This feature currently requires that you to specially prepare your model for this feature.

	Match Warm Ups - You can now set a warm up period before the beginning of all non-duel gametypes.  You can find options for this in the create server menu under the advanced tab.  Also see OJP_cvars.txt for details on the cvars that control the warm ups.

	More Weapon Disable Options - You can now disable any weapon in the game in any combination except for having all weapons (including melee) disabled. This is controled by the weapondisable cvars (g_weaponDisable and g_duelWeaponDisable).  Ammo now correctly disappears when the weapons for that ammo type are disabled.  You now have menu options for Melee Only, Sabers & Melee Only, and No Explosives.

	More Vehicles - The game code has been changed to up the vehicle limit from 16 to 64 different vehicle files.  This means you can have 64 different types of vehicle models (You can spawn up to 128 vehicles total.)  Note:  Different vehicle skins count against the vehicle model total. 
	 	In addition, the vehicle weapon limit has been raised from 16 to 64.

	RGB Sabers - The creator of the very well known RGB sabers for JK2, Tchouky, has exclusively given OJP his RGB sabers code for JKA.  It's been greatly improved over his JK2 version and now supports a black cored saber, RGB sabers, "Pimp" sabers (a saber that randomly shifts colors), a powerful RGB saber scripting system (so you can have your saber shift colors to your liking), full bot support for the system, and easy to use menus.

		For those that don't know what RGB Sabers are, it simply means that you can choose your saber color from over 16 million unique colors (by using a 24 bit RGB scale).

	True View - True View is a realistic first person view for all weapons (including melee mode) that allows you to play the game from inside your character.  Roll and you'll see your body roll.  Look down and you'll see your feet.  True View adds multiple options to the game so be sure to check the cvar list and readme for details on how to get the most from True View.

	Various Code Tweaks:
		
		- Fixed a bug with debug compiles that caused the animation parsing function to display a minor error whenever it processed the ROOT animation.

	Various Map Tweaks:

		- All basejka Duel Maps are now availible as FFA maps.  Duel maps are great for a low number of players or against bots.

	Various Server Tweaks:  

		- g_saberdamagescale is now a server info cvar.  This means you can now use third party server browsers, like the All Seeing Eye, to create filters useing this cvar.


	Improvements:

	Old JK2 Gametypes - The create server menus now only show maps that support the selected gametype.  In addition, the various gametype options now display for the correct gametypes.  Added "team" (team ffa) map type to .arena file options.  I've added a fix to the map selector function to prevent the asteroid maps from being used in FFA mode.


	More Force Disable Options:

		 - Force Powerup items are no longer disabled for partial force setups. 
		
		 - Fixed menu overlapping problem in the advanced options of the create a server menu. 
	
	Various UI Tweaks:

		- Server filter names for OJP Basic and OJP Enhanced now display correctly. 

		- Siege is now a selectable gametype in the Solo (quickgame) game setup menus.

	More UI Tweaks:

	   Additional SP Menu Options:

		ADDED to SETUP/ADVANCED MENU:

		-Wireframe - r_showtris 

		-Game speed - timescale (5 presets--very slow, slow, normal, fast, very fast)

		-Saber Anim Speed - g_saberanimspeed (5 presets--very slow, slow, normal, fast, very fast)

		-Pick Up Sabers - g_saberPickuppableDroppedSabers

		-Kung-Fu Style Melee - g_debugmelee

		-"Hovering" health bars (bars above each character - cg_debughealthbars

		-Saber Realism - g_sabermorerealistic

		ADDED TO SETUP/OPTIONS MENU:

		-Crosshair size - small/med/large

		-crosshair 1-8 

		ADDED TO CONTROLS/OTHER

		-zoom -- zoom goggles (primary fire zooms in, secondary zooms out, cannot fire)

		INCLUDED 

		-Update to missionfailed.menu (now has Quit Game as an option)

		-Melee added to ingameweaponselect.menu (no icon -- just automatically loads for new missions)

		Note:  Players can have the ADVANCED SP cvars stay the way they want if they copy/paste this to the bottom of their jaconfig.cfg:

		seta r_showtris "0"
		seta g_saberanimspeed "1"
		seta g_saberPickuppableDroppedSabers "0"
		seta cg_debugHealthBars "0"
		seta g_sabermorerealistic "0"
		seta g_debugmelee "0"
		bind z "zoom"


	   Additional MP Menu Options:


		ADDED to SETUP/ADVANCED MENU:


		-Lagometer - cg_lagometer

		-Framerate - cg_drawFPS

		ADDED TO SETUP/OPTIONS MENU

		-Crosshair size - small/med/large

		-crosshair 1-8

		Note: Players can have the Lagometer ADVANCED MP cvar stay the way they want if they copy/paste this to the bottom of their jampconfig.cfg:

		seta cg_lagometer "0"




	New Cvars/commands:

	g_autoKickTKSpammers 0 - Kicks a player after this many team kills. 0 = no limit.
	g_autoBanTKSpammers 0  - Auto IP bans TKs after this many team kills. 0 = no limit.
	g_allowGametypeVote - Allow Gametype voting
	g_AllowMapVote - Allow map change votes
	g_AllowKickVote - Allow kick votes.  Note: This does not apply to the Team Kicking mentioned above.
		


Version 0.0.4:

New mod configuration:  OJP Basic now operates as a /GameData style mod.  This means that you'll now have to load the mod using the Setup->Mods menu.  Be sure to delete your old OJP Basic files.

	New Features: 

	Ambient Player Sounds - Players now have the ability to setup two fully customizable ambient sounds (Vader's resporator breathing, sensor ping, breathing, whatever you want) See ojp_readme.txt and ojp_animevents.txt for details.

	Animevents System Overhaul - animevent.cfg files are now fully functional.  In addition, all players can use per-model animevent.cfg files to customize their character's animation linked sounds/effects.  See OJP_readme.txt and OJP_animevents.txt for details.

	Duel Taunts in all Gametypes - You can now use all the duel emotes in all gametypes.  

	Old JK2 Gametypes - Reintroduces the old JK2 gametypes Holocron FFA, Jedi Master, and Capture the Ysalimari.

	More Force Disable Options - You can now set "Jump Only" and "Neutrals Only" for the Force Disable (now called "Force Powers") option.

	Realistic Saber Menu Settings - Added menu option to SP to allow you to turn on different levels of saber damage realism. 

	Various UI Tweaks:

		- The map loading screen is now less vague about the server's disabled Force Powers setting.  It also now has support for the More Force Disable Options feature.

		- Server filters for OJP Basic and OJP Enhanced.


	Improvements:
	
	RGB Character Color Menu Options - Added the option to use float values to set the player color.

	Improved Bot Routing - Improved bot routing added for mp/duel6.

	
Version 0.0.3:

	New Features:

	RGB Character Color Menu Options - Added a submenu that allows you to pick any color for your character's color with simple slide bars.

	Hidden Lannik Racto Skin - Made the Lannik Racto skin selectable in the MP skins menu.  Also created icon for said skin.


	Improvements:

	Improved Bot Routing - Improved bot routing added for mp/duel8.

	Various Bot Tweaks - The Lannik Racto bot now uses the correct model and icon.

	
Version 0.0.2:

	New Features:

	Improved Bot Routing - The bot routing for the mp/duel3 and mp/ffa5 maps has been redone and improved.

	SP Dual/Staff Menu - The starting SP saber selection menu has been altered to allow you to select the dual sabers or the saber staff from the beginning of the game. In addition, you can now select a red blade in SP.

	Various Bot Tweaks:

		- The Luke bot now uses the skywalker saber (single_skywalker) that is included in the game.

		- Chewie now speaks in Wookie.

	Various Menu Tweaks:

		- Shadow options are now in both SP and MP.  Projected shadows are now an option.
		- Light Flare option in the MP ingame More video Options menu.

		- Dynamic Glow option in the MP ingame More video Options menu.
		

	Improvements:

	Hidden JKA Saber Hilts - The hilts now show up in the SP saber menu.
	
	Hidden Hoth Skins - Moved to the Skins Pack to cut down on Basic's file size.


Version 0.0.1:

	New Features:

	Bug Fix 001 - Animation.cfg fix for BOTH_WALKBACK2
		Fixes an animation bug seen when walking backwards with an ignited single saber in single player by correcting the number of frames.

	Hidden JKA Saber Hilts - Adds to multiplayer the Retribution (Desann's), the Skywalker (Luke Skywalker's Saber), and the Stinger (default Reborn's) saber hilts.  These hilts come with the game but are by default hidden from use.

	Hoth Custom Player Clothing - Added the ability to select the Hoth clothes for all the built-in player classes.  You can also now select the color of Hoth outfit.



===============
0002 - Enhanced
===============

Version 0.0.2b9:

	Improvements/Fixes:
		
		Revised Combat System:
			Chaining Saber Attacks - All the attack chain (kata) limitations have been removed.  You can now swing as often as you want in a row.

		Movement - Removed all the base JKA restrictions to player movement while saber attacking.  This means that you can swing your saber while running or moving backwards and still move at the same speed.

		Saber Style Balance - Red now moves just like the other styles.  The movement and animation speed restrictions have been lifted for Red.  Some other movement speeds have been balanced for the various styles.

		Saber Throw - The Saber Throw mechanics have been completely reworked.

		Various UI Tweaks:
			- Fixed problem with mod names being cut off in the Mod Menu.


Version 0.0.2b8:

	Improvements:
		
		Revised Combat System:
			Dodge - Dodge Rolls have been replaced with simpler Dodge Hops.  Fixed the Dodge fall checks so you can no longer fall off cliffs with a Dodge (unless you stupidly change movement directions).

			Fakes - You can now use directional attack faking to break thru enemies attacks and blocks.  This also reduces the effectiveness of an enemy's parry to that of a block.  Note that doing a directional fake does cost more FP for the extra transitioning. 

			Mishaps - The mishap system has been revamped.  The chances of a mishap occuring is now based on your current saber move situation and your related saber skill level (offense/defense) in relation to your opponent's.  The mishap chances are still being balanced at this point, so please give us some feedback on how you think it feels.

			Stuns - Stunning your opponent now forces them into a proper looking broken parry.  Players can't move (other than jump) or saber block while in broken parries.

	Misc:
		TABBots - TABBots can do saber attack fakes and parries.

	Fixes:

		Fatigue System - The critical fatigue state is now correctly entered if the player uses basejka moves that drain Fatigue.

		TABBots - TABBots no longer get stuck in ledge grabs.


Version 0.0.2b7:

	New Features:

		Revised Combat System:
			Saber Combat - You now have much more control over the lightsaber.  Saber attacks are 100% controlled by the player now.  If you attempt to continue attacking in the same direction after an impact, you will have to return to the idle/ready position before swing in that direction again.  In addition, sabers now have to physically transition between attacks, bounces, etc.  Running while attack greatly increases your chances of getting stunned. 

			Blocking - Sabers now automatically block incoming saber attacks from all directions (except straight back).  This blocking action costs a slight amount of Dodge.  To parry an attack (and stun your attacker), simply move into the attack when it comes.  Note that forward/backward are inverted.  IE, You have to move backwards to block an attack coming at your head and have to move forward to block an attack at your legs.  As for right/left, just move into the attack.   
	
			Dodge System - Players now automatically bodily dodge physical attacks that would normally kill the player.  Your current dodge level is shown by the new gauge at the upper left part of the screen.

			Fakes - Saber uses can now do fakes.  Fakes come in two forms:  Faking attacks and faking the direction of an attack.  You can fake an attack by simply letting go of the attack button after starting an attack, but before the attack swing is started.  To fake the direction of an attack, start an attack, then hold down attack + alt attack and select a new attack direction.  Your player will then transition to attack in the new direction.

			Fatigue System - Rather than simply drawing energy for Force Powers, your Force Power guage now serves as an indication of your overall fatigue (energy) level.  Fatigue does not regen while running.  Using the meditation taunt will regenerate your fatigue at triple speed, but your defenses will be down.  If you're at less than 10% of your standard maximum Fatigue, your attack moves will move much slower.


			Current Dodge/Fatigue Costs
			----------------------------
			6 Dodge (DP) = 1 Fatigue (FP)

			Offense:
			Normal Saber Attacks = 1 FP
			Special Saber Attacks = 3 FP
			Kicks = 0 FP

			Defensive:
			Saber Blocks = 10 DP
			Dodges = 30 DP

			Saber Throw - The saber throw ability had been moved to a new dedicated button.  Secondary fire with the lightsaber now performs kicks.

			Kicks - Kicking a player while they've been stunned will make them loss a large amount of Fatigue.


Version 0.0.2

	New Features:

	Animation System:

		- New Animation Flag:  SETANIM_FLAG_PACE - Acts like a SETANIM_FLAG_RESTART flag, but only restarts if the same animation is over (animation timer ran out). 

	Force Fall - If you have any level of force jump you can use force fall by pressing and holding the jump button as you descend. The higher level force jump you have the slower the use of force power and the faster you slow down.

	Ledge Grab - Players can now grab ledges and shimmy right/left, pull up, or drop.  Ledge grabs occur when you're in the air near a ledge and either face towards it or press the movement keys in the direction of the ledge.
		While on Ledge:
		Forward = Climb up onto the ledge.
		Backward = Let go of ledge.
		Right/Left = Shimmy Right/Left


Version 0.0.1:


	New Cvars/commands:

	ojp_sabermelee 1 - Controls the behavior of pressing the saber weapon button when the saber is already selected and turned on.  See Melee System Overhaul

	/togglesaber - Toggles the saber blade when player has the saber selected.


	New Features:

	Melee Overhaul - Radically changed the melee combat behavior.  Melee combat is now useable by all players in all gamemodes without cheats and includes working headlocks (Grapple + None).  See OJP_readme.txt for details.
		


===============
0003 - Vehicles
===============
Version 0.0.4:

	Droideka
	Snowspeeder

Version 0.0.3:

	Sith Speeder

Version 0.0.2:

	Stap

Version 0.0.1:

	Eopie


============
0004 - Skins
============

Version 0.0.2:

	Holstered Weapon support for the Kyle model.

Version 0.0.1:

	Improvements:

	Hidden Hoth Skins - Moved from the Basic Distribution to cut down on Basic's file size.

