New in version 1.1.
Addresses a walkspeed element problem. You should no longer blitz across them in 3d environments when under them.
Is not Environment suite specific, though for those who have attempted to use the uploader in the past and received errors when following uploader criteria, this has been resolved.
Adds a few more UI sounds in places that didn't have them.
New in version 1.0.
Jumping and falling hopefully fixed. Thank you Amy for code!
You can now specify a custom loop for custom signs.
We're now using tab delimited strings. This means all envs that used the old space system will have to be ported manually. Expect an experimental porter tool to be shipped on release.
Environment encryption. All environments are now encrypted. I've taken the liberty of encrypting most known environments only found in dropbox and locally. To take advantage if you don't meat these conditions, simply recompile.
Doors can now be locked and items must be used to unlock them. More dynamic natured items will come later.
Adds the ability for creators to fetch items without walking to them.
smartens spyer in light of lockable doors.
Elevator panels. This is a way to make multi-level buildings without hundreds of doors, though note the interior of the elevator is still up to the builder.
rooms. This feature allows you to setup basic structures of a room, and edit it's properties on the fly without editing the individual elements.
Checkpoints. If the creater uses them, you can pick them up in the event you die.
Hazards can now have a hazard die sound. If you don't want to supply one, just enter none
Starting health can now be set.
Introducing triggers. These are a way to set player attributes and so on, there is more in the documentation.
Timers. For now, all they are capable of is adjusting health, useful for things like being fired at or healing sources.
Environments can now have a custom (once triggered) load sound.
Environments can now have optional passwords, though note these must be declared in environment.txt, and are global to all of the files in your environment.
Checkpoints can now have a restore sound specified, for when the player is restored to this checkpoint.
Spyer can now see hazards.
Surface wide jump sounds. Put a file called surfacejump.stepext, replacing surface with the surface name in question. IE concrete3jump.ogg.
It is now possible to use multiple perspectives of a sound if you have created them, simply define sound elements as normal and they will be synchronized almost properly. Please note there may be a plus or minus 15 MS delay between sound sources, and this change only applies to ambs and pannables.
Smarter file logic detection for recompile thanks Amy.
Doors now move all 3 axis at once.
You can now use control left/right with the delete key to delete entire strings of input in virtual input boxes.
Removes existing check when getting an environment in the event an environment has been updated.
Timers no longer affect you when your in a door or an elevator.
Fixes multiple retriggering thanks ns.
Fixes some values set by triggers not resetting upon checkpoint restore.
Fixes load indicator not playing when loading an environment from windows xplorer thanks ns.
Fixes to triggers thanks ns and x0.
Fixes trigger conditions 3 and 4.
Fixes belts activating while in a door thanks x0.
Hazards should no longer kill you when your in a door and you pass through them thanks x0.
Fixes weird behavior when loading an environment with a load sound and then loading one without.
It is now possible to hold down arrow keys in input boxes.
It is now possible to use the new environment menu to create a new text file that can be traveled to within this environment, simply enter the name of an existing environment and you will be given the option to supply a text file name that is to be created.
Fixes mode setup.
Changes the item report to the s key.
Slight adjustments to door panning thanks x0.
We now respect none rather than .ogg. Environments that used .ogg in place of none will still mostly work, although it is recommended to begin using none.
Doors now update there sounds.
And it's gonna take one more go around to solve door physics! Finally!
Input boxes now clear selection if you start typing without having pressed either the left or right arrows.
The player window no longer freezes when loading absolutely massive environments. Only problem now is that there is a 10 percent speed reduction in environment loading.
Travelpoints and envtravelpoints must now have a destination z, regardless of mode. For 2d environments leave this at 0, it will be set to 0 if you set it to anything else anyway.
Fixes resetting door related physics. For real this time.
If you want a way to return back to the main menu, simply make a travelpoint with either .., none or an empty file/environment name.
When running the builder, the player now hides it's window.
Hopefully fixes being trapped by locked doors.
Fixes a small bug related to leaving item sounds at .ogg.
Belts should now no longer cause you to bounce.
Belts no longer push you off the map edges.
Smarter about destroying environment sounds upon player death involving checkpoints.
No longer reloads environment if a travelpoint links to the same environment.
Stacked doors should now work thanks x0.
If you jump into a wall multiple times you will now hear the wall multiple times. This behavior may be changed or removed.
Walkspeeds now work in 3d environments if you move vertically thanks x0.
Allows interrupting hazard death sound with the return key thanks x0.
Properly resets some data allowing the environment to end if you die in a hazard thanks x0.
Fixes to menu.
Fixes to echo steps thanks ty and ns.
Adds more UI sounds.
Adds a loading sound so you at least have something to listen to while a huge huge huge environment loads.
Menus now scroll more smoothly.
Fixes a small bug related to coords thanks ty.
Small jumping fixes.
Echo steps now have broader volumes that depend on your global volume step. The higher the volume, the further they sound. The effect is subtle.
You can still abort mid element creation, however this means if you do so, you will now exit directly to the player until I fix a major bug in which you would cancel building an element, then go to build a new one and still be asked questions in regards to the previous one.
Fixes to window focus. Now we set proper focus to either the player or the builder, depending on the circumstance.
Only plays fall sound when falling 5 or more squares.
Properly resets falling when leaving an environment.
Echo steps no longer pierce through walls.
Finally adds the control keys to flush speech for sleeping speaking screen readers.
In an effort of optimization, random ambiances now have a binding box of 15 squares. They still behave as normal, though if you go outside this binding box, they will not make sound until you step within it again.
The ability to move at weird angles when near boundries has been restored thanks NS Studios.
Sounds shouldn't pile up in your face anymore upon loading an environment thanks NS Studios.
We now prompt for maximum map size on initial map creation thanks NSStudios.
We no longer hang while waiting for the builder to respond.
Makes walking southeast work.
If the player somehow ended in the air at y or z0, steps would no longer play. This has been corrected, though building blocks of air at y or z0 in 2d or 3d environments respectively is not recommended.
Fixes a bug that prevented you from moving forward/backward in 3d envs while falling.
Fixes echo steps so they play properly, as well as they now truely echo.
Fixes a sound pool bug that resulted in 0 panning. Lol.
Fixes a small memory leak.
No longer exits when you upload an environment.
Actually makes diagonals work. Oops!
Clarification on change above. This only works on blocs and in 3d environments, attempting to walk diagonally in a direction that would result in walking on air or into a wall yields silence.
Tolk support corrections. It can now be used more reliably. Text support still remains an option.
Fixes to hash calculations and also now using longer hashes.
Timers now reset themselves when you load an env for time critical events. 99 percent of people will notice 0 difference.
Starts work on items system for interactive events regarding them, IE, lockable doors. Nothing to see just yet.
In 2d environments, a bug existed where a random ambience would be set up incorrectly. This has been fixed.
Overhauled jumping and fixed a long standing bug in which falling didn't always work as well as the rubber band effect in 2d environments.
When recompiling a 3d environment, your player would be unable to move south/north when it loaded. This has been fixed.
In 2d environments, a bug existed where one could press and hold down arrow, jump, and phase through the floor onto a floor below. This has been fixed.
We no longer spawn a system menu (Thanks Americranian)
Made the spyer more intelligent about announcing platform edges (Thanks Americranian)
You can now once again recompile the environment with F5 if the env contents have been changed.
New in PublicBeta3 (2020-04-06 (275,533)
Replaces all alert boxes with virtual dialog boxes (DLG)
New environment option in main menu.
More responsive first letter navigation in menus.
Repaired use of Tolk.
Keyboard input in virtual edit boxes should be way faster, thanks NS! This also applies to the builder
You should now be able to use the space bar in input boxes (Thanks Rory and Ty for reporting).
More security when using move or building in environments. No longer able to just create an empty folder/environment.txt.
Support for new builder in development.

New in PublicBeta2 (2020-03-21 (242,499)
Core engine changes.
Compiling with new PureBasic 5.72 Beta.
Fixes window title to show actual compilation date rather than today's date.
delete key on your own environments now allows for a list of debug options.
Very preliminary input box feature. Needs testing and is missing quite a lot of things, most notably copy/paste and home/end. You'll find an input box in the debug menu for environments.
Fixes bug where hazards did not reset (Thanks x0)
Saving preferences in %appdata%
Start on environment parsing within the load menu. Still have a lot of work I'm going to do to this yet. For now, you are told if there is a 3D or 2D environment.
You can now customize what the spyer sees.
Fixed a bug where if you compiled an environment and you were on a file other than environment.txt, you would get sent back there regardless (Thanks Marin for reporting)
Optional perametor for coords for speaking tiles.
Conveyer belts
First letter navigation in menu.
You can now move in two directions at once by holding two arrows.
If you run into a wall, you only hit it one time rather than repeatedly.
optional tolk support.
Decreases ram usage.

New in PublicBeta1, 2020-01-25 (154,408)
When you compile an environment while you are on a file other than environment.txt, it should now respect this.

New in beta27
Adds panstep, volstep, and behindpitch.
some minor parsing errors fixed.

New in Beta26
Fixes a bug that allowed cameras to go up a wall.

New in Beta25
Recoded menu system to allow use of escape key.

New in Beta24
You will no longer hear echo steps when climbing staircases in 3d maps.
You should no longer hear echo steps when you shouldn't, E.G. above y 0 or z 0 and at boundaries, thanks techgamer for reporting.
You can now use the I and K keys with the camera.

New in Beta23
Adds random ambiences!

New in Beta22
Start on ability to publicly share environments.

New in Beta21
Fixed a bug that would let you activate multiple doors at once.

New in Beta20
Adds signs with a custom press sound, signcustom.

New in Beta19
I and K now move on the Z axis as well as page up and down.

New in Beta18
Feature: F checks your direction in 3d (Thanks Ivan for suggestion)

New in Beta17
Runs counter.

New in Beta16
Better memory clearing on exit of environment.

New in Beta15
Compiling should be significantly faster.

New in Beta14
Adds a key (f5) from within an environment which allows you if you have the content for an environment to compile it and reload it from the current point (Think Refresh). This should help with rapid development.

New in Beta13
By popular demand, doors now have a moving loop.
In addition to pitch, sound sources now have a volume perametor.

New in Beta12
codeBreaking change: Signs now have a perametor for if they should be silent or not.
Finally adds a spyer! Use shift and arrows
Zone changes and checking is now more human readable. E.G. No location for blank zone, and leaving <name> for leaving a zone.
Feature: Echo steps, for alerting you when you are about to flop off an edge. Toggleable in your environment with echo.
Pitch now has an internal limit of 10.
New toggle, camwalls, for if the camera can go through walls (Thanks Ty)
Fixed tile speaking in 3D areas.

New in Beta11
If you press C while in the air, you are now told in the air rather than on 

New in beta10
Fixes two bugs related to falling reported by Ty.
Fixes a bug where door sounds playing at the exact same time caused you to not be able to hear their pan properly.

New in Beta9
You can no longer climb walls in 3d environments.
You can now spawn air in platforms or blocks by using air as your tile name
Fixes a bug where if you are facing a direction other than north you cannot hear wall hit sounds

New in Beta8
More info to compile succeed dialog
Travel points can now have destination x, y, and z. If you set them to -1, it uses the environment's start x y and z.
travel points now have an auto switch which makes it so if you stand on a travelpoint it travels automatically.

New in Beta7
Feature: You can now spawn random numbers as perametors as follows: random(min,max) E.G. random(1,3) you must *not* include spaces or it will break.

New in Beta6
Fix: case no longer matters with environment filename
Feature: wallsound, to set the prefix of walls.

New in Beta5
Feature: Hazards.
Feature: travelpoint, envtravelpoint
Condensed the 3d and 2d test environments down into 1 environment.

New in Beta4
Feature: startx, starty and startz
Fix: Walk speeds now reset when you close an environment. Whoops.
Feature: If you set a door's speed to -1, it will move you instantly to it's destination.
Feature: New perametor to door which will cause a door to automatically activate if stepped on.

New in Beta3
Feature: tilespeed. Allows you to set walk speed based on a tile.

New in beta2
Fix: Menu using high amount of CPU.
Increased pan step on request
Change: runtime and airtime now set the change in relation to the walk time. For example, instead of doing runtime 120 to set the run time to 120 ms, you would have to set it in relation to walktime. so if walktime was 200, runtime would need to be 80 in order to reach 120 ms. This was done in order to be compatible with an upcoming feature.
Feature: Walk speed changes for coordinates.
Feature: toggle camera on environment.
Feature: Toggle jumping.