4 Aug 96: Released open beta test of version 2.0c 10 Aug 96: Rewrote the overview map handler to redraw the map on the first click of the map where the mouse is at that time. Eliminated the ability to drag the red map box around the overview. This was causing problems with losing the mouse and not stamping down if the mouse was in the title bar area. Fixed a bug where forcepool names 5, 6 and 7 were initialized as integer gadgets. Fixed a problem with the Order of Battle editor. The Names weren't being cleared from the roster before new names were overwritten, and it became quite confusing if you had been using if for any time at all. Replaced the default.abk data file. Somehow the palette was the version 1 palette. 11 Aug 96: Corrected a reported problem with the hex usage summary not returning correctly to the map editor. Corrected a problem with the introduction, where the palette was not reinitialized to allow the user to read the alert when an error occurred. 23 Feb 97: Changed the way the screen opens, and set up the ASL requester so they look better. 13 March 97: Added coordinate system number 12 to the auto-coordinate function. Discovered a bug in the alphabetical coordinate functions that caused a double "@" character instaed of "Z". Corrected all alpha coordinate functions. 20 April 97 Fixed a bug in the new file routine that limited the user to 999 units. The correct value is around 10,000. 4 May 97 Changed the way the screen is opened to copy the workbench and change only the attributes I need to change. 21 May 97 Installed a new feature which allows the user to add more units than originally specified in the scenario start. NOTE: Experienced a crash after using the editor for a couple of hours after doing this. I'm doing some memory allocation and de-allocation in this routine which should be safe, and I'm not sure the crash was in any way related, and I've been unable to duploicate it. You may want to save your work and restart if you do this. 22 May 97 Changed the screen opening routine back to using open screentags, but copy the workbench mode ID if it's something better than highres laced. Found and crushed a couple of bugs with the unit copy F10 and F9 functions. 7 June 97 Fixed a reported bug with the way I was opneing the screen. I apparently wasn't interpreting the screen mode ID correctly to see if I needed to promote it to high res laced.