  
CODE IDEAS:
-----------
could almost be combined:
- boardlisteners listen to boardview, not board
-- seperate client and gui, allowing for other guis/gui-less bots, etc.

- clean up report generation in Server.java

- improve code readibility, commenting; break up 80+ character lines, etc.
- make fields private, classes encapsulated

? javax.swing gui

- the turn report could keep a list of "message" objects 
  instead of a large report string.  This would allow some customizing of the
  display, or even translation (vieleicht zum Deutcher sprache.)
- more server validation of client data
  

RULES/DISPLAY STUFF TO DO, OR AT LEAST TO CONSIDER:
---------------------------------------------------
general:
- double reports when firing phase happens and physical phase is skipped
- in the lobby, perhaps the mech name could be hidden and only show the BV

board display:
? display something in exchange phase
? show dead mechs as rubble?
? some way to resize chat to be bigger or smaller
- nice to be able to see other mech's stats while waiting (or firing, or whatever)
- zooming and/or scrollbars
- display blown off limbs, and make available for clubs

mechs:
- allow split criticals for large weapons in MEP files (or in general)
- any more .mep parsing problems?
- parse XML files (from BTTC, even)

initiative:
? ineligible units should maybe count in the action queue, but be skipped
- possibly stagger within packs
? might show whole initiative sequence somewhere

movement:
- remaining todos in pavement movement and skidding
- road movement bonus for vehicles
- go prone action

weapon attacks:
? option to step thru roll by roll
- eliminate leg weapons & kicks in level 1 water under level 1 rules

physical attacks:
- dfa should violate stacking, charging should not
- opposing pushes should counter each other

displacement issues:
- domino effect: mechs with movement available can roll to step out of the way

falling:
- only fall to surface of water

infantry:
- read MP from the BLK file instead of calculating it
- implement BattleArmor as a sub-class of Infantry with multiple hit locations


FUTURE VERSION PLANS:
---------------------
- any remaining level 1 rules without bugs
- level 2!
- more interface improvements, particularly in the lobby

VERSION HISTORY:
----------------
v 0.28.0 (01-10-03, 3:50pm)
+ 662333: ams doesn't fire on non-locked streaks
+ 662333: ams can't use more ammo than it has
+ added a bunch of new level 2 i.s. mech pics, thanks to Cyric
+ fixed (mysterious) crash on loading in OSX
+ charge damage correct again
+ heat phase only displays mechs
+ 664819: multiple get-up tries should not add to heat multiple times
+ 664939: friendly c3 units need LOS to to the target to affect a shot
+ dfa on dead target message changed

v 0.27.14 (01-03-03, 9pm)
+ ammo exploding from heat can't explode twice
+ 657606: dead meks can't engage in physical attacks
+ added codes for IS TargComps
+ redirecting output to logfile for easier review
+ 654324: temp fix for mis-sized targcomps
+ infantry BV adjusted for gunnery skill
+ AMS fires even on missing salvos
+ AMS can shoot down more missiles than it has ammo
+ gauss rifles count as explosive ammo for BV calculations
+ ultra ACs and streak SRMs affect BV correctly
+ 660514: Clan AMS has 24 shots
+ fixed a few equipment name problems when loading MEP files
+ handle mechs that don't have the full amount of engine heat sinks correctly
+ hatchets, AMS, tcomp, TSM, MASC, RACs affect BV correctly
+ unconcious pilots perorm, but fail at DFAs
+ 657511: Bot no longer freezes when it kicks a Tank (or Infantry).
+ 657635: Can't reproduce error.  Added logging of pilot baking to death.
+ Stop logging when an Entity ID is translated into a Coords object.
+ 623853: bot now completely recalculates movement when falling mid-move
+ bot should not move the wrong mech when directed

v 0.27.13 (12-20-02, 5pm)
+ 652291: Mechs can "stomp" (kick) vehicles in their hex.
+ 657119: streak SRMs fire again
+ Infantry don't take double damage in Rough or Rubble.
+ 649338: SRM and Laser jump infantry have jump MP of 2, *not* 3.
+ added mechset entries for warhawk and dire wolf pictures

v 0.27.12 (12-20-02, 4:30pm)
+ 652106: possible fix for linux flickering in lobby
+ 652105: board pop-up menu appears on linux (and mac too, maybe)
+ added dialog about where to find help with the board editor
+ 561342: ammo decreased before damage is assigned
+ AMS owner, not launcher owner, gets AMS heat
+ during DFA, with prone attacker, dead target, attacker takes falling damage
+ 618373: DFA 3+ levels down can no longer result in automatic fall
+ 653880: mep names added for recently-added equipment
+ 654328: artemis iv and narc are no longer cumulative

v 0.27.11 (12-13-02, 8:10pm)
+ killing a C3 network master no longer crashes the client
+ 649950: doFlamingDeath isn't checked in the end/heat phase
+ C3 factored in BV
+ Narc implemented
+ ArtemisIV implemented
+ fixed bug in pilot skill-setting with c3 mechs
+ ECM implemented
+ fixed Artemis BV mod
+ 618298: lobby screen fits on 800x600
+ partially added TargComps (ToHit mod, but no aimed shots)
+ lobby lists re-enabled (disabled lists are hard to read)
+ crash in board loading fixed
+ 649303: charging movement distance for weapon hit fixed
+ a few mech pics fixed
+ water partial cover added to physical attacks 
    (is this correct?  it's certainly dumb)
+ 647272: smoke rises above the surface of water

v 0.27.10 (12-06-02, 11:25pm)
+ new naming system for mechset.txt, allowing omnimechs, etc
+ 648138 fixed C3 showing up on mechs that shouldn't have it 
+ 646609 intentional fires set at correct level
+ added movement display colors to config file
+ bot deploys itself
+ 648967: fixed typos in mechset.txt
+ updated vehicles to use new naming system
+ scenarios now use full unit name (and can use vehicles, omnis, etc)

v 0.27.9 (12-01-02, 12:19pm)
+ 642892: charging units don't move into the target's hex until resolution
+ Clearing fire now correctly clears flip arms.--LDE
+ Movement path colors now more colorblind friendly.--LDE
+ fix crash with C3i units
+ small or ER small lasers, also SRM-2s can't start fires; MGs can
+ 639398: bot is moving again

v 0.27.8 (11-22-02, 11:41pm)
+ applied HentaiZonga's patch for C3, RAC unjamming and targetting hexes
+ 639358: jumping over fire hexes does not raise mech heat
+ 636311: infantry are destroyed by fire too
+ 636311: fire kills vehicles & infantry under the correct circumstances
+ Conciousness rolls start at "3", not "2".
+ Multiple infantry updates.

v 0.27.7 (11-15-02, 11:30pm)
+ Applied skids patch to CVS tree.
+ Successive consciousness checks should be made from low rolls to high.
+ fixed lockup when fire tries to spread beyond the edge of the map
+ smoke and woods in the same hex no longer both apply modifiers to LOS
+ setting fires made optional (on by default)
+ 639202: streak SRMs missing should not have a chance to start fires

v 0.27.6 (11-08-02, 6pm)
+ Added Kai's fire patch (only working for missed shots, presently)
+ 633352: fixed NullPointerException when deploying during double blind
+ 632830: fixed typo causing small south deployment zone
+ inf_move_multi no longer messes up deployment phase
+ deployment phase works properly after /reset or victory
+ deployment phase not used when a scenario is loaded
+ 635209: prone mechs should not make piloting skill checks to avoid falling
+ out-of-range shots shouldn't cause fires when they miss
+ 630144: fixed glitch with bot beginning movement phase

v 0.27.5 (11-01-02, 10:30pm)
+ Add non-canon options to balance Infantry impact on the init phase.
+ Add error-checking to Entity#elevation().
+ Workaround for 630144: Bot "Beginning of Turn" Race Condition
+ added TigerWraith's patch, changing the mech selector slightly
+ Added a Deployment Phase
+ 630294: AMS actually decrements hits again
+ 630921: Can't manipulate someone else's unit
+ MASC turns itself off every round
+ 629707: HGR PSR modifier based on attacker, not target, weight

v 0.27.4 (10-27-02, 12:12pm)
+ 625838: only infantry shoot in the same hex
+ 625838: non-inf MGs do *dice* of damage to infantry
+ 625838: flamer infantry can do heat instead of damage too
+ 621346: mechs that "stomp" infantry in same hex have +3 to-hit mod
+ 621350: immobilized hovercraft sink in water
+ Ammo dumping implemented
+ HeavyGaussRifles added
+ LRM-equipped infantry added (as IS Lvl 2, 3050)
+ RACs implemented, but no unjamming
+ chunk of resolveWeaponAttack cleaned up. . hopefully easier to read
+ fixed a few double blind bugs
+ changed "Location empty" critical message to be more informative

v 0.27.3 (10-18-02, 4pm)
+ Abstracted equipment mode system
+ AMS can be turned off
+ fixed crash with bot and non-mech units
+ 622376: infantry can jump over water
+ MASC added
+ interface for switching equipment modes added
+ 622305: fixed crash with AMS
+ 622514: changed "missles", etc. to "missile(s)"
+ messed around with LOS; hopefully more readable code, bugs fixed
+ 536077: split crits supported (in mtf files only so far)
+ TSM added
+ 624368: LBX AC's use shots, not missiles.
+ fixed a slight bug with the new LOS changes and woods
+ 612729: units should no longer be displaced into prohibited hexes
+ 623853: bot should try getting up again if first attempt fails

v 0.27.2 (10-11-02, 5pm)
+ added right-click popup menu to board display
+ stacking rules (vehicles & infantry) partially implemented
+ 613612: units continue to take damage the same phase after they are destroyed
+ fixed a stacking bug
+ AMS implemented.  It can't be turned off yet
+ infantry have variable damage, not always missile damage
+ AMS only fires on attacks in arc

v 0.27.1 (10-04-02, 2:30pm)
+ implemented autosaving every turn and loading from saved games
+ bots can now attach to players in mid-game
+ Suvarov454's infantry patch applied
+ switched attack line drawing from keeping a buffered image to on-the-fly
+ added capability to send a single changed hex from server to client
+ fixed a crash under windows JVM with infantry

v 0.27.0 (09-27-02, 3:00pm)
+ 574898: bots don't instantly logout with double-blind
+ 612248: bots work tolerably with vehicles
+ 612429: turretless vehicles have their secondary facing set correctly
+ 613606: locked turrets should no longer cause a crash
+ fix allowing clan heavy and light MG ammo (thx to suvarov454)
+ 614883: option allowing drive/engine hits to not 'immobilize' a vehicle
+ 615400: mechs are not allowed to flip arms when prone

v 0.26.14 (09-14-02, 9:30pm)
+ 609840: immobilized vehicles can't complete their charges
+ 609356: vehicles do not make piloting skill rolls to avoid falling
+ 609201: fixed crash when a charging vehicle is destroyed by weapons fire
+ 568291: typo in determining charge elevation levels (thx to suvarov454)
+ 610307: ammo changes are properly applied while resolving weapons fire
+ 565005: latecomers see the report if joining during a report phase
+ damage taken during a fall modifies later get-up attempts
+ added no-tac and floating-tac game options for mechs (thx John Rowat)
+ 612180: vehicles use their slightly different damage arcs
+ 610616: immobile vehicle crits don't apply the to-hit mod in the same phase

v 0.26.13 (09-13-02, 11pm)
+ 607207: getting up and failing now correctly uses movement points
+ 607207: no get-up retries should a mech become disabled during an attempt
+ movement points already used during current turn displayed
+ 607206: jammed turrets no longer reset to face front
+ added lbx cluster ammo mtf designations for clan mechs
+ 603151: arms flip to front every round to be consistant
+ 607461: hovercraft always move along the surface of the water
+ 601063: vehicles are no longer placed in prohibited hexes
+ mech on mech charges were using incorrect hit location table
+ 608156: broken scenario support fixed
+ fixed crash bug with DFA misses
+ 592466: impossible PSRs now say "impossible", not Integer.MAX_VALUE
+ 607206: fixed crash bug with vehicles charging a mech
+ 608627: spurious tank death messages removed
+ 608767: hovercraft no longer recieve fire mods for being in water
+ 608767: prevented several more ways for a turret to rotate while locked
+ 608767: stunned vehicle crews don't roll for wakeup
+ disabled vehicles are counted as immobile for bth purposes
+ 608581: no more critical hits on CASE

v 0.26.12 (09-07-02, 11am)
+ fixed crashbug when no ammo was available to a weapon
+ mech selector now additionally looks inside .zip files
+ fixed crash bug with new ammo selector under MS Java
+ made physical code more flexible for vehicles
+ fixed mechcache load bug with zipfile entries
+ non-mechs never make PSRs that could result in falls
+ vehicle side-firing arcs setup
+ vehicles don't break the ammo-selector anymore
+ vehicle critical hits and special hits implemented
+ mechs that have fallen during movement can try to stand up

v 0.26.11 (08-30-02, 10pm)
+ 598824: a few more hovercraft movement fixes
+ physical attacks by dead or disabled mechs prevented
+ blk format now supports both mtf and mep equipment designations
+ can now select which ton of ammo to use on each shot
+ added fake mtf codes to distinguish lbx cluster ammo in mtf files
+ "fire mode" button allows switching between single and double ultra AC modes

v 0.26.10 (08-16-02, 10pm)
+ big horkin' vehicle patch.  Ground vehicles are mostly implemented
+ hovercrafts behave correctly on water
+ vehicles don't roll PSR after 20 damage
+ 592462: mechcache correctly reflects deleted mechfiles
+ vehicles don't roll PSR after being kicked
+ hovers move correctly over water
+ fixed bug in scenarioloader's map loading


v 0.26.9 (08-09-2002, 11:30pm)
+ detailed end-of-game unit status exported to a text file
+ scenarios now use new bot
+ formatting fixed in push-off-board notice
+ 583692: duplicate physical attacks prevented
+ 532080: jumping into water provokes a PSR
+ mech selector defaults to 3025
+ fixed movement to-hit penalty when a mech gets up and doesn't otherwise move
+ 567940: hatchets (not clubs) can now "swing" into arm arcs
+ torso twisting now affects club & hatchet arcs
+ 568526: when resizing weapon display, weapon list resizes too
+ 566267: fix to prevent minimap resize lockups
+ 577408: double movement due to lag prevented
+ 581000: if victory is on, it is triggered when there are no mechs left
+ one player on no team and one player on a team no longer causes team victory
+ 591886: fixed a bug causing physical attacks to be skipped

v 0.26.8 (07-26-02, 2:30pm)
+ Can now host a game from a user-editable scenario file
+ surviving and dead mechs listed in victory screen

v 0.26.7 (07-19-02, 9pm)
+ fix to check number of engine hits when a side torso is destroyed
+ option to allow mechs to be (directly) pushed off-board and out of the game
+ mech summary loading cache
+ small fix to avoid hang with network games

v 0.26.6 (07-12-02, 6:14pm)
+ clan gauss rifles explode too
+ light gauss rifles use distinct ammo, explode for less damage
+ optional victory phase
+ 535042: next target button now able to target stacked mechs
+ LOS on the line between hexes now picks 1 hex favoring the defender
+ misc AI tweaks, fix of the tt while prone
+ fix a bug that hangs the client window with mm.net

v 0.26.5 (07-05-02, 6:42pm)
+ 575448: critical hits on ammo make explosions again
+ 577153: Tooltip now clears itself on report screens and is readable on the right edge--LDE
+ 568523: Tooltip can now show multiple units' fire declarations (and other stuff) at the same time--LDE

v 0.26.4 (06-28-02, 4pm)
+ minor bot tweaks
+ 574145: gauss rifle explosion makes all critical slots count as "hit"
+ 573409: torso jump jets should work in depth 1 water
+ redid gauss explosions--all slots not destroyed, but no double explosions
+ 570487: prevent crash when an unseen (double-blind) mech dies or attacks
+ a little more safety when loading mech files
+ non-cluster LBX ammo now actually fits in LBX autocannons
+ MRMs deal damage now
+ fixed mechselector position for mcwizard

v 0.26.3 (06-21-02, 9pm)
+ bot improvements--hawkprime
+ support for (only) new version of HMPRead--spiker
+ added quad backward lateral shifts--LDE
+ 561339: switching between reverse and forward movement now resets defensive modifier--LDE
+ all mech loading routines slightly more robust
+ omnimech names handled better

v 0.26.2 (06-14-02, 5pm)
+ actually applied level 2 patch to Server.java
+ added quad lateral shifts
+ 564632: fixed typo allowing leg weapons to be fired while prone
+ 565004: now enforcing jump along shortest path rule
+ added CASE equipment
+ added fields for entity year, tech level, omni
+ MEP weapon loading works (a little) better
+ 567973: fixed small bug (Clan DHS were 1 crit, now 2)
+ 568363: movement in depth 3+ water possible again
+ fixed a different bug with minimum movement and water
+ added new bot code by Steven Hawkins <skh_mail@yahoo.com>
+ CASE now applies to BV calculation
+ XL engines factor into BV
+ seperated LBX/Ultra/AC ammo; seperated Clan/IS ammo
+ changed heat sink handling, especially double & integral

v 0.26.1 (06-07-02, 5pm)
+ added stainedglass's minimap and mech selector patches, slightly modified
+ removed river terrain type
+ 562804: DFA against destroyed target now has similar results to successful DFA
+ try to prevent annoying ConcurrentModificationExceptions during drawing
+ can't push/charge/dfa a mech already involved in one of these attacks
+ type letters to search thru list in MechSelector
+ minimap attributes saved in config file
+ spiker's level 2 patch applied (v. preliminary)
+ stainedglass's double blind patch applied
+ added large mountain boards (thx john u)
+ fixed typo not allowing retreat from southern border

v 0.26.0 (06-03-02, 12pm)
+ the words "level" & "depth" no longer display on top of each other on a hex
+ some more fixes to boards, added mountainlake

v 0.25.7 (05-30-02, 6pm)
+ properly disable flee button
+ 540326: mech elevation while mid-DFA calculated correctly
+ added color red; some tweaks to other colors
+ map tileset now included in MegaMek.cfg
+ corrected typo regarding underwater heat sinks
+ maps added in new format, some new maps (roads just cosmetic)
+ switched mechs to blk format

v 0.25.6 (05-23-02, 8:30pm)
+ 554568: fixed false secondary target modifier on first shot
+ improved recently introduced oddities with friendly fire impacting movement and bots--LDE
+ minor fixess to unlikely crit transfers--LDE
+ 555039: Extra PSRs for leg destruction corrected--LDE
+ 556214: Fixed bug allowing gyro'd quads to stand--LDE
+ Fixed bug involving ammo switching tons--LDE
+ 554933: Fixed bug preventing fire when LOS passes outside the board--LDE
+ VERSION, TIMESTAMP fields no longer final
+ non-standalone client no longer calls System.exit
+ killed some flicker associated with torso twists
+ 557858: front arc targets are primary, if possible
+ new map format

v 0.25.5 (05-10-02, 10:20am)
+ minor changes to the client & server for Helge
+ added Cord Awtry's mega-patch for quads, flipping arms, small bugfixes
+ fixed a few new clubbing bugs
+ added flags for equipment
+ fixed logic with needing a roll to stand up
+ 553907: BV of flamer is 6, not 9
+ 552182: switching back to primary target doesn't get secondary targetting mod
+ 552747: -2 target prone modifier added to physical attacks
+ 552747: can't club a prone target unless it is one level higher

v 0.25.4 (05-03-02, 8:20pm)
+ use ammo and build heat for automatic misses, none for impossible shots
+ 549900: mechs make shutdown rolls even if pilot is KO
+ 550229: attack tooltip to-hit now takes torso twisting into account
+ automatic misses now show reason (though it's always "out of range")
+ 546527: can't fire from depth 1 water while prone
+ added ant build.xml
+ megamek now prominently displays version number
+ mechs can flee during movement, provided certain conditions are met

v 0.25.3 (04-28-02, 5pm)
+ added Dima Nemchenko's patch for confirm dialogs on physical attacks
+ added Cord Awtry's patch for a next target button
+ weapons with no ammo left can't fire
+ added some new fields for use in 3050+ weapons
+ 543593: intiative rewritten to fix lockups
+ added Cord Awtry's patch for status bars on mechs
+ added game options dialog in lobby and a few options to change
+ changed next target button to use Entity.isEnemyOf
+ fixed descriptions for base physical attack to-hit
+ fixed a bug that would stop wakeup rolls under certain circumstances
+ added a picture for quads (not used yet)
+ fixed an error that occured when a mech had no operational weapons
+ hexes are now hexagonal in LOS calcs (thx Derek Evans)
+ 550576: config file read in dedicated server mode too

v 0.25.2
+ 543237: heat modifier to fire now applies at the correct levels
+ 543735: hip actuator hit halves movement, now rounded up
+ 543735: hip actuator hit piloting modifier now ignores other actuator hits
+ 543391: dead equipment is dead!  this includes jump jets!  arrgh!
+ 543737: more info shown when equipment is critically hit
+ 543645: weapons shows shots in ton and total shots left in firing display
+ 543589: shots from destroyed or already-fired weapons prevented
+ 543239: firing not prevented when out of range or to-hit 13+
+ 544122: no pushing after firing weapons from either arm
+ 543456: modal dialogs now not resizable
+ mech images are automatically rotated
+ custom mech images can be specified in data/mex/mechset.txt
+ 544496: dfa & charging to-hit uses piloting skill differential (not gunnery)
+ 545118: tree clubs work again
+ 543593: lock ups after heat phase possibly caught, not particularly fixed
+ using sun collections Random instead of equivalent custom class
+ added /roll command
+ a mech falling while between hexes now ends up in the _lower_ hex
+ fixed concurrent modification exception in board drawing routines
+ 544493: pilot can save to avoid damage in many auto-fall situations

v 0.25.1 (04-12-02, 3:30pm)
+ weapon critical hits should actually disable the weapon
+ mech display window resizable 
+ now using contents of Sun's Collections.jar
+ changed .blk loading files to be compatible with Java 1.1

v 0.25.0 (04-11-02, 10:45am)
+ moved extra weapon fire checking around in the code
+ all mech display panels now working properly in weapons phase
+ added pop-up prompt to read the documentation when using the bot
+ mech tooltip now shows movement and pilot skills
+ using latest mech pack from shrike@dropshipcommand.com

v 0.24.8 (04-10-02, 8pm)
+ fixed a bug where the server thought everybody was on the same team
+ .mtf reader now handles removed arm actuators properly
+ .mtf reader now reads MG ammo properly
+ added .blk reader from Nathan Rowden <njrkrynn@attbi.com>
  see his editor at http://mekmaker.darktech.org/
+ fixed a BV issue with half tons of MG ammo
+ mechs should no longer be able to punch from arms that have fired weapons
+ prone mechs should not be able to take one step forward
+ heat sink and jump jet criticals display properly
+ .mtf reader reads AC/2s properly
+ weapons on sections that are destroyed are again counted as destroyed
+ unified equiment (weapons/ammo/misc) in the code more
+ changed a few functions dealing with equipment/criticals
+ code now has more checks to prevent double weapons fire
+ ammo explosion damage applied to only the internals of a mech (lethal!)
+ packets are GZIPped before sending.  any faster?  slower?

v 0.25.7 (04-08-02, 9pm)
+ hitting esc or next unit after a torso twist now cancels the torso twist
+ 537226: intact mechs with dead pilots are now removed from the map
+ locations can't be destroyed twice (preventing falls from destroyed leg hits)
+ skip button works in firing phase
+ 538581: charge/dfa on a destroyed target no longer locks game
+ 536097: mechs need both arms in order to fire while prone.  (dumb rule)
+ numbers for starting position replaced by compass diresctions
+ teams selection added
+ mech loading code handles .mtf files from "hmpread" now
+ some changes to the mech display panels
+ -testdice command line option prints RNG test info
+ -dedicated command line option starts dedicated server using last settings
+ removed dedicated server button, in favor of the command line option

v 0.24.6 (04-07-02, 1:18pm)
+ refined command interface.  type "/help" for a list.
+ removed unused terrain types
+ players can reconnect to a game that they've left
+ changed how weapons, equipment and ammo are stored on a mech
+ moved jump jets & heat sinks into "equipment" from "systems"
+ hatchets load properly
+ hatchet attacks work
+ window close buttons close dialogs
+ changed button layout (again)... let's get the new buttons working!
+ inserted Derek Evans's fix for LOS floating-point precision errors
+ turn & torso twist buttons working
+ picking up tree clubs possible
+ /kick command added
+ server name changed to server password; used for /reset, /kick
+ server only sends entity add/delete packets in lounge, not entire list

v 0.24.5 (03-30-02, 3pm)
+ "esc" clears fire even when focus is not on the map
+ 536097: prone mechs are at the terrain elevation for LOS, not 1 higher
+ hex graphics brighter, flatter, renamed; added reddish sinkhole hexes
+ some changes & fixes to maps
+ 536104: attacker being prone now cancels charge instead of auto-misses
+ fixed a bug where a mech would fail to get up but move anyhow
+ fixed a bug where a leg destroyed critical would not cause a mech to fall
+ added MegaMek.cfg option to set map text color
+ map selector now handles custom boards
+ experimental ai client from Michael Hanson
+ some commands for the server (documentation to come)
+ basic server log to serverlog.txt (windows users, open with wordpad)

v 0.24.4 (03-27-02, 10:20pm)
+ 534490: hitting back up should not clear movement if you are not jumping
+ fixed some display glitches with movement paths
+ torso twisting doesn't rotate leg firing arcs (thx Niels Naumann)
+ leg weapons are blocked by terrain that gives attacker partial cover
+ fixed another bug with transfer damage
+ players can join the game at any time, to watch
+ 534820: mechs with 0 MP don't get the minimum 1 step movement rule applied
+ board editor working with new boardview
+ pilot skills displayed in lobby instead of just "(custom)"
+ map selection

v 0.24.3 (03-24-02, 9:30pm) 
+ 532083: transfer damage no longer counts double towards damage this phase
+ prone mechs can make facing changes at the normal cost
+ 531143: prone mechs can't make torso twists
+ impossible shots now show reason instead of 2147483647
+ 532908: fire button no longer enabled when it shouldn't be, AFAIK
+ 532066: limb destruction should not prevent physical attacks in the same phase
+ 532073: criticals should no longer transfer incorrectly
+ pilot damage resulting from falling during fire phase resolved immediately
+ connection class seperated from server class
+ connections send packets on a seperate thread

v 0.24.2 (03-20-02, 10pm)
+ .mep files load weapons with no space between "(R)" and the weapon name now
+ 532302: DFA causing target to be displaced from wrong coordinates
+ new distance formula by John Uckele (buggy?)
+ 532077: mechs making DFA no longer make landing PSRs during movement (thx bdee)
+ 532079: secondary target modifiers applied
+ 531688: now can't fire weapons from both arms while prone
- significantly changed how rear locations and weapons work:
+ weapons can now be rear-mounted anywhere legal (head, legs)
+ 532068: rear limb hits now transfer to rear torso locations (thx bdee)
+ 531825: initiative now sorts ties correctly

v 0.24.1 (03-17-02, 11pm)
+ changed RNG routine to avoid very unlikely chance of rounding errors (:-P)
+ fixed bug causing pilot consciousness checks to never be made
+ mechwarrior name/skill customization
+ mechwarrior gunnery/piloting skill factored into BV
+ factored piloting skill differential into charging/dfa to-hit
+ fixed a bug causing weapons fire tooltips not to display sometimes
+ even more mechs! (thanks Shrike@dropshipcommand.com again)

v 0.24.0 (03-18-02, 12:30pm)
+ mechs making a dfa attack can't be physically attacked
+ prone mechs automatically miss charging and DFA attacks
+ falling damage for mechs doing DFA is saved until they miss the DFA
+ invalid domino effect prevented
+ mechs making DFA attacks don't get the benefit of terrain modifiers
+ fixed bug with making too many consciousness rolls
+ mechs with 1 MP are allowed to get up
+ mechs with at least 1 MP can take 1 step forward, regardless of terrain cost
+ more notification about criticals due to "2" hit location
+ added a bunch more mechs (thx Jeff Biron)

v 0.23.6 (03-17-02, 8:15pm)
+ center on unit works in new display
+ new display works when screen is bigger than board
+ highlight border appears under mech instead of on top (subtle)
+ initiative ties rolled off (up to 5 times--sort of a hack)
+ edges cleared in new display
+ charging attacker takes damage on normal front table
+ death from above implemented
+ movement path display redone to reduce memory thrashing
+ some error boxes for errors reading mepfiles
+ pilot consciousness checks made before piloting skill rolls

v 0.23.5 (03-14-02, 6pm)
+ charge flag reset properly
+ crash bug fixed in getMissedChargeDisplacement
+ can't charge charging mechs anymore
+ charge error messages a little better, maybe
+ "2" on rear table now results in CTR (critical) hit, not CT (thx bob dee)
+ falling in water is only half damage
+ tooltips work better
+ successful charge always results in PSR for attacker and target
+ pilot roll to avoid damage is +1/level fallen, not just always +1

v 0.23.4 (03-14-02, 12pm)
+ charging
+ mechs can't fire in depth 2+ water
+ each starting position can handle many more mechs now
+ some client-side changes to try to prevent duplicate "readies"
+ rear side torso damage transfers to rear center torso (thx dave fanjoy)
+ rear armor destroyed when section destroyed (thx dave fanjoy again)
+ internal structure displays as "N/A" on rear locations
+ base punch damage rounded up, not down (thx Robert J Chverchko)

v 0.23.3 (03-12-02, 1:30am)
+ slightly better dialogs
+ now counting upper leg crits for piloting roll purposes (thx jerrymeander)
+ now applying immobile modifier to unconcious pilots (jerrymeander again)
+ fixed a keyboard problem on the Mac (thx Michael Flynn)
+ keyboard scrolling in new board display

v 0.23.2 (03-06-02, 10pm)
+ fast-drawin' cursors
+ image filters for tint, transparency (slower?)
+ movement now showing on new board
+ new scrolling cache system
++ buggy LOS back to normal levels of buggyness
+ player name in title bar
+ tooltips for entities include armor & internals
+ tooltips for attacks show weapons used
+ section destruction more noticible
+ both arms needed for pushing
+ to-hit rolls lower than 0 handled
++ fixed a bug where an entity facing north & falling forwards caused a crash

v 0.23.1 (03-04-02, 4:48pm)
+ new board display stuff
+ tooltips on board, mechs, attacks

v 0.23.0 (03-02-02, 6:30pm)
+ falling does damage again (oops)
+ changed torso twisting a little
+ initiative working again
+ changed the way players and entities are stored in the game
+ player changes (such as starting position) properly update again
+ "immobile" centered on mech icon, when displayed
+ falling accounts for elevation
+ falling while moving handled more correctly
+ new intervening formula from (http://www-cs-students.stanford.edu/~amitp/gameprog.html)
+ pushing & resulting effects implemented
+ you may choose to display either BV or tonnage in the lounge
+ invalid filenames in the mech loading routine handled

v 0.22.3 (02-21-02, 12pm)
+ connections handled differently on the server
+ units moving backwards can't change elevation levels
+ players that disconnect with active entities become "ghosts"
+ mechs now only punch with available arms instead of always both
+ players disconnecting in the lounge get all their entities removed
+ client now pops up a dialog and quits upon disconnection

v 0.22.2 (02-18-02, 11:30pm)
+ targets prone in depth 1 water can't be hit
+ sensors critical hit means a +2 to weapons fire, not +1 (oops)
+ can't shoot arm-mounted weapons while prone and opposite arm destroyed
+ critical hits more noticable in report
+ in lounge, changing starting pos no longer resets BV
+ cleaned up some equals methods
+ refactored stuff dealing with piloting skill rolls
+ mepfiles: lower arm & hand actuators properly removed (victor loads now)
+ underwater heat sinks work twice as much
- extra heat capacity due to underwater heat sinks doesn't show up on display
+ shut down mechs gain no extra heat from engine criticals
+ fixed a bug which caused critical hits to self-heal sometimes
+ all critical hits in destroyed location are considered hit
+ mechwarrior effects from broken life support
+ criticals transfer from empty locations
+ running or jumping with damaged gyro or certain actuators now needs a roll

v 0.22.1 (02-17-02, 9pm)
+ an automatic fall no longer results in the pilot automatically avoiding damage
+ most common stacking violations prevented
+ rough terrain doesn't actually need a piloting roll (oops)
+ engines & gyros taking more than one hit in the same turn are properly destroyed
+ mep files parse heat sinks & jump jets properly
+ changed a few function names dealing with critical slots
+ now displays "immobile" for shut down or pilot unconcious
+ will now skip the movement phase if nobody can act
+ destroyed jump jets reduce jump movement
+ destroyed heat sinks reduce capacity
+ heat capacity shown on mech display
+ hitting "get up" then "move" works now
+ empty weapons try to reload "on the fly"

v 0.22.0 (02-16-02, 7pm)
+ torso twisting now turns in the correct direction
+ any button except button1 does not select hexes (so you can scroll)
- movement arrows dissappear when scrolled off the screen
+ turn order recalculated every phase for eligible entities
+ now, once again, factors in target movement (oops)
+ physical attacks skipped for entities that can't use them
- units should actually count in the action queue, but be skipped on their turns
+ internal setting "friendly fire" off if more than one player in the game

v 0.21.5 (02-16-02, 12pm)
+ weapons stored differently; may reduce network traffic
+ report at end of movement/firing if necessary

v 0.21.4 (02-13-02, 4pm)
+ kicks do normal kick damage now
+ engine hit heat added in a way that you can see
+ fixed a torso twisting bug introduced in the last version
+ no running backwards
+ some movement requires a piloting skill roll
+ display differences for movement needing a piloting skill roll
+ jump jets don't work in water
- all jump jets don't work, not just the ones underwater (ugh)
+ getting up revised, but you still can't get up except as your first move
+ many of the standard piloting skill rolls during movement now
+ turning is free after getting up
+ can't jump over too-high terrain (poor urbanmechs)
+ missing actuators figure into punches and kicks
+ BoardView crashes with null entities possibly fixed

v 0.21.3 (02-12-02, 6:22pm)
+ can't fire at underwater units
+ punching & kicking account for prone/elevation changes
+ status bar during physical attacks says "physical attacks" now
+ can't do physical attacks while prone
+ fixed text bug in targetting modifiers
+ walking/jumping back to normal levels of brokenness
+ moving somewhat re-done internally
- backup/getup not working
- server may allow certain types of illegal movement (stacking)

v 0.21.2 (02-11-02, 3pm)
+ punching supported
+ just about everything that has to do with hitting re-written or modified
+ button placement changes in the gui
+ kicking supported
- regression: getting up, jumping, backwards movement is broken

v 0.21.1 (02-07-02, 11:43am)
+ pilots can wake up from unconciousness
+ starting position selection (on any 8 primary/secondary compass directions)

v 0.21.0 (01-27-02, 10:30pm)
+ fixed movement heat costs
+ ammo exploding doesn't empty the bin until the end of the turn
+ mepfiles: 1/2 ton MG ammo parsed
+ mepfiles: flamers (damage only) added
+ mepfiles: rear facing weapons parsed
+ rear facing weapons working (torsos only)
+ initiative phase just displays the report, which has initiative info now
+ dead entities aren't sent out every phase (just kept on server)
+ game rounds counted & displayed at the top of the report

v 0.20.5 (01-27-02, 12pm)
+ fixed a bug where mechs destroyed did't stay dead (yikes!)
+ fixed a bug causing turns to go to players without active mechs
+ fixed a bug causing shutdown mechs not to be displayed
+ changed how crew conditions are handled internally
+ leg destruction now results in a piloting skill check
+ server now uses game player data instead of its own
+ player objects are now aware of their own id
+ changed how client handles connects/disconnects
+ changed how server handles players internally
+ entities are now aware of their id numbers and act accordingly
+ changed how selected weapons & pending fire are handled internally
++ AAARGH!! fixed another bug with torso twisting, hopefully the last
+ mech display kept by client

v 0.20.4 (01-26-02, 6:30pm)
+ fixed a bug with keyboard listeners lingering

v 0.20.3 (01-26-02, 6pm)
+ torso twisting hopefully fixed
+ different random number routine accessed

v 0.20.2 (01-26-02, 11:30am)
+ changed how certain mech status conditions (destroyed, prone) were
  handled internally
+ testing release to track down why torso twists sometimes fail

v 0.20.1 (01-25-02, 1pm)
+ added some more maps, mechs

v 0.20.0 (01-23-02, 10:40pm)
+ fixed a bug in the new network code (thread synchronization issues)
+ added interface for modifying board layout parameters
+ added "delete mech button"
+ if mechs or board layout changes in the lounge, all players are unreadied
+ you can no longer start the game without a mech
+ calculating battle value
+ fixed a .mep parsing bug with armor
+ display total BV for player during startup
+ auto-center on active mech working again
+ color selection working again
+ fixed a bug in initiative where only one player had to click "ready"

v 0.19.3 (01-21-02, 9:30pm)
+ re-did network communication to use java object serialization exclusively
+ mapsheet combiner working
+ new map format!  tile based
+ editor works with new map format
- saving doesn't really work with new map format yet

v 0.19.2 (01-16-02, 9:30am)
+ seperated code into packages: server, client & common
+ all data in data folder
+ removed several unused data from board file (reducing size by about 1/4)
+ seperation of board, game and client.  only one attricious hack needed, too!
+ at some point, jumping got broken.  fixed it.

v 0.19.1 (01-12-02, 11pm)
+ chat area now doesn't go to the top every phase change (yay!)
+ fixed a bug that was giving 10 extra heatsinks to loaded mechs
+ fixed a number format bug in mech loading: stalker loads now
+ code: renamed "Game" to "Client" and "GameServer" to "Server"

v 0.19.0 (01-12-02, 9:30pm)
+ remade initiative and lounge screens
+ lounge screen now allows loading of mechs
+ all 3025 weapons & ammo except flamers
+ mechs deploy around a point instead of at fixed points
+ code: "location" (and associated) in Entity replaced with "position"
+ editor: making a new map resets save name
+ editor: default board size is now 16x17
+ more maps & tiles added

v 0.18.0 (01-09-02, 2am)
+ weapon attacks held client-side and sent in a bunch
+ torso twisting
+ ammo tracking
+ ammo auto-reloads if more is availiable
+ fixed number of leg critical slots (now 6)
+ ammo explosions from critical hits and heat

v 0.17.0 (12-01-01, 1:49am)
+ some settings saved (yay!)
+ walking backwards

v 0.16.7 (10-20-01, 1pm)
+ falling
+ falling from actuator hits
+ falling from 20+ damage
+ pilot damage due to falling
+ piloting skill rolls

v 0.16.1
+ mechs have pilots now, and the pilots can take damage
+ fixed a bug not allowing you to jump over enemy mechs

v 0.16.0 (09-06-01, 1pm)
+ fixed board edges in new graphics engine
+ editor enabled
+ added jumping support
+ test scenario: spider vs. urbanmech

v 0.15.5 (08-20-01, 8:22pm)
++ new graphics engine (sorry, it's slower) should allow almost unlimited board size
+ criticals on rear torso locations now resolve properly against the main torso
+ added the rest of the missile hit tables in (oops!)

v 0.15.4 (08-19-01, 9:39pm)
+ fixed an infinite damage loop bug
+ firing lines clear properly
+ added more effects of system criticals
+ limb blown off criticals work
+ fixed a bug with partial cover not being assigned
+ reworked the damage loop so that hit locations 2 should actually critical
+ people with no mechs don't have to click okay


v 0.15.3 (08-19-01, 1:46am)
+ fixed a bug with player color selection

v 0.15.2 (08-19-01, 1:11am)
+ image tint cache
+ lines to show fire
+ critical hits to weapons & systems (no system effects)
+ changes to damage readout

v 0.15.1 (08-17-01, 12:40am)
+ removed the stalker from the default mechs
+ new rangefinder formula ( http://www.rossmack.com/ab/RPG/traveller/AstroHexDistance.asp )

v 0.15.0 (08-16-01, 11pm)
+ logic to stop people from selecting the same color
+ 4 different starting positions on the default board
+ clears target when using "next unit" button
+ centers current unit in map view area
+ missile damage displays as "missile" on the weapon list
+ arms destroyed when torso is destroyed
+ fixed some errors in keyboard handling
+++ partial intervening terrain & LOS added (splines handled badly)
+ dead mechs should be dissapearing better
+ should be no empty line at the bottom of chat text
+ ready/moved/shutdown mechs display slightly differently
+ mech display is movable window
+ fixed movement data font changing
+ deselect hex at end of turn
+ attacker terrain
+ defender terrain

v 0.14.2 (08-09-01) 6:49pm
+ partially fixed initiative
+ next mech button
+ medium mech graphics added
+ colors changed to pastelly stuff

v 0.14.1
+ fixed a range finding bug
+ overhead pictures of mechs, tinted to the player color

v 0.14 (8-08-01)
+ disable weapons in destroyed sections
+ some stacking violations prevented
+ fixed bug with rear torso internal structure
+ destroyed mechs don't show up on the map any more

v 0.13.3 (8-07-01, 12:25am)
+ don't target destroyed mechs
+ don't resolve fire against destroyed mechs
+ target immobile modifierx

v 0.13.2 (8-06-01, 3:30pm)
+ bug fixed with missile damage display
+ added target arcs
+ better turn status messages
+ heat buildup should not resolve until the end of the turn
+ heat shutdown & startup effects
+ rotate w/o moving (shift click in movement)


v 0.13.1 (8-06-01, 1:00am)
+ added weapon arcs
+ added missiles and missile damage resolution

v 0.13 (8-04-01, 4:14pm)
+ fixed initiative bug with uneven sides
+ added heat

v 0.12.1 (8-01-01, 12:50am)
+ can't fire at invalid target/out of range

v 0.12 (7-31-01)
+ damage
+ hit location tables
+ end of turn report

v 0.11 (7-24-01)
+ more firing
+ some cursor stuff

v 0.10 (7-08-01)
+ firing phase

v 0.09 (2-20-01, 10:31pm)
+ initiative phase
+ more movement overhauls

v 0.081 (2-13-01, 5:10pm)
+ lazy ground pathfinder
  - bug: allows running into water
  - generally unintelligent path choices
+ displays movement on map
+ server forbids moving too far

v 0.080
+ redraws the sides when the screen area is larger than the board
+ preliminary display of mechs on the map
+ preliminary mech movement

v 0.076 (02-09-01, 12:02am)
+ preliminary game phase progression

v 0.075
+ buffered map reading.  now about twice as fast!
+ fixed: sometimes not all the tile pictures will load when 
you load a map, or they'll load halfway.
+ fixed: when you change the elevation in the editor, the 
little picture in the corner doesn't change
+ testing fog in the editor: press "f" to toggle

v 0.073 (02-06-01, 10:50pm)
+ player list in chat
+ player ready button in chat

v 0.071
+ resized the tiles to 84 * 72 pixels
+ redrew the "boring" tileset to match

v 0.07
+ main menu!
+ added some multiplayer host/connection support

Version 0.063
+ fixed: in the editor, clicking on a new tile while holding 
CTRL won't paint that tile, but releasing and then tapping CTRL
will.
+ fixed a bug in showing elevation changes while editing boards
+ CTRL is now the paintbrush and ALT is the eyedropper in the 
editor
+ internal difference between dragging and selecting a hex.

Version 0.062 (02-05-01, 3:40pm)
+ tiles have borders to represent elevation changes

Version 0.061 (02-05-01, 3:40pm)
+ fixed a small bug loading terrain tiles with underscores

version 0.06
+ saving and loading of maps
+ slightly more intuitive new map starting

versions before 0.06
+ i dunno