07-31-2020
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objTank - Create - removed target=2
objTank - Create - line 24 - removed shoot=0
objTank - Step - line 294 - removed shoot=0
objHUD - Create - removed target=2, endfireworks
objHUD - Step - removed endfireworks references
Script - GUIstates - removed endfireworks reference

07-30-2020
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objFlamethrower - Create - Changed life to 55 from 110
objFlamethrower - Collision with objTank - changed
objFlamethrower - Collision with objShield - New

07-29-2020
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objEnvironment - Draw - Moon, added (or time=3)
objEnvironment - Create  changed rainchance=20; from 10000;
objEnvironment - Create and Step - Cloud creation, changed to instance_create(random_range(0,1024),random_range(50,250),objCloud)
objRoller - User Defined 0 - changed collision routine
objHeavyRoller - User Defined 0 - Changed collision routine

07-28-2020
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objTank - Create - changed ai=objControl.ai to ai=0
Script aishop() - added objHUD.player+=1; if(objHUD.player>players){objEnvironment.reset=2;}
objControl - Draw - added if(ai=0) before drawing the big tank for the shop
script hideshowGUI - for game_state='shop' - added with(objTank){if(objHUD.player=player){if(ai=0){

07-27-2020
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objShardFall - Step - Removed move_bounce_all(1);
Script - fireweapon - added if(ai=1) to both Air Strike and Heavy Air Strike so AI can use those again.
objTank - Create and End Step, remove in-game menu, created a retreat button only
objHUD - Moved the in-game menu cak to this object

07-26-2020
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objSpeech - Create - selkfkill=0;
Created selfkiller script for tanks that kill themselves
Created self.txt file containing speech for when you kill yourself
Script - controls - added if(canmove=1)
Script - controls - added canmove=0 after vk_speace pressed
objTank - Create - added canmove=1;
objTank - Step - Added mytalk=instance_create(x,y,objSpeech) and mytalk.mytrashtalk=1; for AI to talk upon shooting
objHUD - Step, added canmove=1;

07-25-2020
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Created hideshowGUI script, moved all GW_Control_HideGroup and GW_Control_ShowGroup into it
objHUD - Step - Added if(game_state!='options') around next round code
objControl - Draw - Moved all objHUD draw code here
objTank - Middle Mouse Button - Removed

07-24-2020
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objControl - <Any Key> - moved all code to updateGUI script
objHUD - ALL - removed circular references to objHUD. in variables
objHUD - Create - Removed turnscore variable
objRetreat - Create - Added image_blend=creator.image_blend
objRetreat - Create added sndChicken
objTank - Step - removed pointers to turnscore on lines 23 & 24
sprRetreat - Changed colcor to white for blending
Created a new Script group called UI
Created a new script called GUIstates and moved objControl and objHUD End Step code to that
Created a new script called hidePointer and moved mouse pointer hiding and changing to target to that

07-23-2020
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objFeather - Create - Added image_alpha=1;
objFeather - Step - Added image_alpha-=.01;
objFeather - Step - Added if(image_alpha<=0){instance_destroy()}
objTank - End Step - Added if(ai=0) to menuretreat button so no retreating for non-human players
objTank - End Step - menuretreat button added else {showF1menu=0;} to reset the variable if it's an AI player else the menu would always display sometimes
Script controls - added objHUD.turntimer=-1 when tank talking to avoind skip to next player if countdown below 3 seconds
Script controls - added if(ai=0) so you cannot press space to fire weapons, tab to change, etc for AI players

07-22-2020
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Moved in-game menu creation and variables/controls to objTank
Created sprRetreat
Created objRetreat
Setup Retreat button on in-game menu
objControl - Create - Initialize Game Options - Removed instance_create(0,0,objHUD)
objControl - End Step - Re-added instance_create(0,0,objHUD) - This puts it after the objEnvironment creation and only after ll objTank created at game start

07-17-2020
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Moved the objTank controls, deaths, fire weapons, score checking, terrain collision, & updateHUD into scripts
objControl - Create - made globalvar for game_state and setplayercenter, also added instance_create(0,0,objHUD)
objControl - End Step - removed instance_create(0,0,objHUD)
objHUD - removed gamestate from create event

07-15-2020
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objTreeParent - Step - Removed alpha changing
objTreeParent - Create - Changed depth=random_range(-1,1) to depth=random_range(0,2)

07-14-2020
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Renamed aistats script to updateHUD as it displays for ALL and not just AI players
objTank - Step - Control Loop, changed from aistats() to updateHUD()
objTank - Step - Control Loop - added objHUD.name=name in shop
objTreeParent - Step - Changed - if(objHUD.player=instance_nearest(x,y,objTank).player){if(collision_rectangle(x-10,y,x+10,y-sprite_height,objTank,1,1)){if(depth<instance_nearest(x,y,objTank).depth){if(instance_nearest(x,y,objTank).live=1){image_alpha=.5;}else{image_alpha=1;}}}}

07-09-2020
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objTreeParent - Step - Changed - if(collision_rectangle(x-10,y,x+10,y-sprite_height,objTank,1,1)){if(depth<instance_nearest(x,y,objTank).depth){if(instance_nearest(x,y,objTank).live=1){if(objHUD.player=instance_nearest(x,y,objTank).player){image_alpha=.5;}else{image_alpha=1;}}}}
objTreeParent - Create - Changed - y=terra_height(x);//Added 06/11/2020
objControl - End Step - GUI States - Changed - mytank=instance_create(room_width/players*(players-0.5),terra_height(x-13),objTank);//750,objTank);

07-08-2020
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Removed 'Visible' from objWeaponParent
objTreeParent - Step - Added - if(collision_rectangle(x-10,y,x+10,y-sprite_height,objTank,1,1)){if(depth<instance_nearest(x,y,objTank).depth){if(instance_nearest(x,y,objTank).live=1){image_alpha=.5;}else{image_alpha=1;}}}

07-07-2020
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Added check at launch for missing death, names, sfx, and talk files

07-06-2020
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Moved the death, names and talk speech to external files

07-02-2020
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Script aichooseweapon - change to objHUD.didshoot=0 on line 1
Script aiaim - change to objHUD.didhoot=0 on line 26
objTank - <Any Key> - Fire Weapon, changed from 55 for Alarm[0] to 60
objTank - Step - AI Control, changed from 55 for Alarm[0] to 60

07-01-2020
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objHUD - removed all pointers to createplayers variable
objTank - removed all pointers to createplayers variable
Game - removed aishoot() script as it was redundant
objTank - Alarm 0 - removed all instances pointing to aishoot script
objTank - Removed Alarm 1
objTank - Step - AI Control - Same as human control now
objTank - <any Key> - Removed if(ai=0)

06-29-2020
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objTank - <Any Key> - added pageup and pagedown to increase/decrease shot power by 5

06-25-2020
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objControl - Create - maxwind=125/5;
objHUD - Any Key - Changed from room_goto(rmGame) to game_restart()

06-21-2020
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objBeamMeUp - Create - gravity=1;  Step - switch terra_collison_point(x,y+15)

06-19-2020
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Fixed the teleport pointer and flash animations not showing
objControl - End Step - Added wallerratic when player>players
objHUD - Step - Added wallerratic after firewait
objTank - Alarm[0] - Removed the wallerratic
objTank - <any Key> - removed the wallerratic

06-18-2020
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objTank - Step - Control Loop - Changed entire terrain collision routine

06-17-2020
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objControl - End Step - added GW_Control_SetActive(falldmgcheck,0);//Hide Fall Damage Checkbox

06-16-2020
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objTank - Alarm[0] - Added - if(shoot=1){}
General Game Options - Other - Enabled ESC to exit game
aistats() - changed the shotpower to - if(powerdrain=1){if(shotpower>pp){shotpower=round(pp+.499999);}}

06-15-2020
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Turn Pointer the same for AI and human players
Added speech delay for AI in objTank

06-11-2020
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Changed star twinkle speed and star size in objEnvironment
Changed objHUD Step, added objTank.talking=0; when changing turns to reset
Changed instance creation of tanks in (objControl) - End Step to mytank=instance_create(room_width/players*(players-0.5),terra_height(x-13),objTank);
Changed instance creation event for the treeparent to y=terra_height(x), no more jumping to terrain top

06-09-20
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Spawn shooting star by pressing 'P' on the keyboard - (objHUD) - <any key> event
Allow shooting stars to collide with the terrain - (objShootingStar) - All events changed