If you want to get a more detailed listing of changes have a look
at docs/history.txt.

CHANGES FROM 0.08 to 0.10
-------------------------

- Crystal Space is now LGPL instead of just GPL. This means that you CAN
  use Crystal Space in commercial products provided you can comply with
  the conditions as specificied by the LGPL (read the included file
  COPYING for more details).

- Textures are loaded as 24-bit truecolor format internally and
  then converted to whatever format required.

- Crystal Space can now also load TGA, PNG and JPG textures (in addition
  to GIF).

- Support for 15/16-bit truecolor modes in addition to the 8-bit palette
  mode that was already supported. The X and OS/2 ports of Crystal Space
  allow to simulate 15/16-bit on 8-bit and vice versa. This is mainly
  useful for testing.

- New private colormap option for textures. With this option every texture
  gets its own colormap instead of sharing a common colormap. This gives
  a major quality increase, especially if displaying in truecolor (15/16-bit
  mode).

- Transparent textures work good again (even with lighting).

- Optional support for hardware acceleration via Direct3D (on the Windows
  port only). OpenGL is planned for the future and will work on more
  systems probably.

- Input/output console has been greatly updated.

- New port for OS/2.

- New port for the GGI libraries.

- Major update to the Amiga port.

- Major update to the Watcom/DOS port.

- The Windows port works much better now. Most of the bugs have been fixed.

- Switch from custom made CSAR format to more general and compressed ZIP
  files. CSAR files are no longer supported. A complete level can know
  be stored in a ZIP file and will automatically be readed (and possibly
  adjusted) by Crystal Space. In addition to this there is also support
  for read-only archives. This will be useful when games using Crystal
  Space are distributed on CD-ROM and you want to provide patches. The
  patched files from the level file on the CD-ROM can be on another
  medium.

- Many new documents added (format of world file, space warping, ...)

- Major restructering of the source. Everything is now in logical
  directories. There are now seven main layers: geometry, util,
  engine, render, scripts, general, and system.

- Major cleanup of the source. Many global variables have been removed
  and especially the system dependent stuff is much cleaner now.
  Some classes have been reorganized. The calculation of the lookup tables
  is now much clearer and cleaner ...

- Crystal Space does much more sanity and error checking now. It
  will try not to fail silently but really say what is wrong.

- MIXING=nocolor works again. In addition the lightmaps in the ZIP files
  are always generated in RGB format no matter what the MIXING option
  says. This means that the lightmaps will not have to be recalculated
  when you switch a MIXING mode.

- Lights are also always represented in RGB internally no matter what
  the actual MIXING format is (for example, even if you are using WRB
  mixing the light will still be defined using RGB).

- New 3D triangle mesh sprites with frame animation!

- The polygon (for rendering the world) and triangle (for the 3D
  sprites) drawers are much more accurate now. There are also no gaps anymore
  between polygons.

- New CSWS window system for Crystal Space that is going to be used
  for a free CS editor.

- Improved collision detection (but still not perfect).

- New interlacing option which is a quick-and-dirty way to almost double
  the frame rate. The downside is that you get motion-blur. Try it (but
  not on OS/2 and not with Direct3D) and see if you like the effect (-ilace
  commandline option).

- Mipmapping is much better (looks better).

- Limited MMX support (can be enabled/disabled at will).

- Many other small enhancements, bug fixes and various improvements (see
  history.txt for a very detailed listing).


CHANGES FROM 0.06 TO 0.08
-------------------------

- A new kind of dynamic lighting allows for explosions and moving
  objects. It is a spherical dynamic light which can move and change
  intensity (and limited color capabilities). There are no shadows
  computed with this kind of dynamic light.

- There is now a true_rgb mode with which you can have true RGB lights
  which mix correctly.

- Crystal Space now supports mirrors!

- Using mirrors in combination with the new alpha-transparency you can get
  very nice looking reflecting surfaces.

- Support for new archive format: CSAR. All the files needed for loading
  a world are in such an archive. There is also a utility 'csar' for
  managing those files. Precalculated lightmaps are also put in the CSAR
  file so that Crystal Space has a very good startup time provided the
  lightmaps are there.

- Support for optional BSP tree in a sector. This means that you can
  now combine the advantages of a BSP with the advantages of a portal
  world.

- Parsing of the world file is better internally (more consistant
  parsing module).

- Windows port has been updated and works better now (but still not
  perfect). The other ports have also been enhanced.

- Numerous commandline options, configuration options and console
  commands have been added for more configurability and other nice
  features.

- Several optimizations make some aspects of Crystal Space faster (like
  the speed of startup and the texture cache).

- It is now possible to create libraries of Things (currently only inside
  a world file though).

- Several changes to scripting language.

- Stubs for a future 3D sprite module have been added. The code is
  non-functional yet.


