-------------------- Minor Update for v2.4.12 --------------------

- Fixed bug where the Rune Menu was not actually being closed if a player was killed while viewing the menu.
- Some ACS code refactoring to improve readability and reduce code redundancy.
- Updated the Rune Menu text to show the defined server setting of the new CVARs AmmoRegenerationSpeed and ArmorRegenerationSpeed.
- Changed text heading from "Toggle Runes" to "Rune Status" as a better description. Added info indicating what text colors mean regarding the rune status.

-------------------- Minor Update for v2.4.11 --------------------

- Created 2 new server-side CVARs: AmmoRegenerationSpeed and ArmorRegenerationSpeed which are used to set the interval, in game-tics to define the regeneration speed.

-------------------- Minor Update for v2.4.10 --------------------

- Changed the "Drop_MRune" script to remove the delay before a rune drops when killing a monster. This will now allow the Lost Soul to properly drop their rune in the location they were killed
	instead of the rune dropping at 0,0,0 XYZ map position. This change means that mods that previously removed actors from the game too quickly before the old script delay was finished will
	now drop their runes where the monster was killed.

- Removed call to non-existent script in Decorate code for the Ammo Regeneration Rune. Server console will no longer report an error when using the rune.

-------------------- Minor Update for v2.4.9 --------------------

- Fix bug with Rune Menu where players could not decrease the jump height setting of the High Jump Rune but only increase it.

-------------------- Minor Update for v2.4.8 --------------------

- Added a new rune named The Invulnerability Piercing Rune which is used to disable APROP_INVULNERABLE actor property of a monster the player targets under their crosshair. Monsters will now take damage even in their invulnerable state.

-------------------- Minor Update for v2.4.7 --------------------

- Fixed issue where Prosperity, AmmoRegeneration, and ArmorRegeneration runes were not being drawn on the local player's screen of the person you're spectating, even though the spectated player had acquired/enabled the rune.
	These runes were not inheriting from the "Powerup" class but were defined as "Inventory" in Decorate which was causing the CheckInventory ACS function to fail when checking for these runes for new players that connected to
	the server after the player initially acquired them. Updated the associated actor Decorate flags to match the fact they are now declared as a powerup.

-------------------- Minor Update for v2.4.6 --------------------

- Fix possibility of multiple instances of the "EnterCameraCoopSpy" script running when playing playing invasion or survival style mods
- Reworked and optimized the spectator rune sync system to no longer rely on player TIDs to determine which runes a spectated player has. This will resolve any possibility of conflicting with mods that assign TIDs to players.

-------------------- Minor Update for v2.4.5 --------------------

- Added experimental functionality to allow players to see what runes another player has when spectating the player by using the actor pointer "AAPTR_PLAYER_GETCAMERA" (Works in Zandronum version 3.2+ only).

-------------------- Minor Update for v2.4.4 --------------------

- Switched last global array over to server-side CVARs to manage starting spawn health of each player. This will reduce chances of a conflict between mods that were also using global scope variables.
- Added a new script which fixes an issue where rune powerups would stop working after a map change if the mod uses the "cluster" MAPINFO definition.

-------------------- Minor Update for v2.4.3 --------------------

- Added information to the Rune Menu server settings section to show the Prosperity Rune max health setting and the Ammo and Armor Regeneration rune regeneration multiplier setting.
- Renamed sprites to prevent Multi Runes version of Prosperity and High Jump runes conflicting with textures of Skulltag versions of the runes.

-------------------- Minor Update for v2.4.2 --------------------

- Reduced number of global variables used by changing back to map scope variables. This is necessary to reduce likelihood of conflicts between mods due to limitations of global variables.
- Created 2 new server-side CVARs: AmmoRegenerationMultiplier and ArmorRegenerationMultiplier which are used by the Ammo and Armor Regeneration runes.

-------------------- Minor Update for v2.4.1 --------------------

- Fix Resistance Runes when "ResistanceRuneDamageFactor" is set to value of 0.5. Value wasn't being set properly and had an extra 0 so it was setting 0.05 instead of 0.5.

-------------------- Update for v2.4 --------------------

- Refactor ACS code.
- Created MULTIVARIABLES.acs lump to consolidate global and map scope variables and #libdefines to better organize code in other lumps.
- Removed +NOGRAVITY actor flag for all runes. They will no longer remain floating out of reach of the player if spawned in the air.
- Fix missing parameters being passed to the "StrengthDamageFactorRuneGiver" script within the Decorate actor defining blue rune. This might affect the damage dealt by players with the rune since it is now fixed.
- Added missing actor flag INVENTORY.UNDROPPABLE to all rune powerup damage factors to prevent being cleared with mods that call ClearInventory() function.
- Modified High Jump Rune to allow for per player configurable height settings. This can be adjusted from within the rune menu.
- Prosperity Rune will now remember the starting spawn health of each player. This will now set the correct spawn health when rune is toggled on or off. This should make this more friendly with other mods that change max spawn health.

- Added 2 new runes. The Ammo Regeneration Rune and Armor Regeneration Rune. These runes can regenerate any ammo and armor actor that exist in-game, that are defined in an sqlite database.
	Server administrators will need to set a database filename with populated actor entries in order for these runes to work properly. All defined actors in the database will persist between games.

- Created 4 new server-side CVARs: AddAmmo, RemoveAmmo, AddArmor, and RemoveArmor to facilitate handling actor additions or removals from the database which the Ammo Regeneration and Armor Regeneration runes use.
	Read the "README.txt" file for information on how to use them.

-------------------- Minor Update for v2.3.5 --------------------

- Modified actor flags for rune powerup and rune tokens. Added INVENTORY.UNDROPPABLE flag to prevent runes from being cleared with other mods that call ClearInventory() function.
- Changed name of "Death" script to "RuneDeath" to be less generic and reduce likelihood of conflicting with other mods that use the same name.

-------------------- Minor Update for v2.3.4 --------------------

- Changed HudMessage IDs to make it less likely to have conflicting IDs when running with other mods.

-------------------- Minor Update for v2.3.3 --------------------

- Fixed bug where players switching to spectator or quitting game would potentially clear other in-game player runes and rune menu.

-------------------- Minor Update for v2.3.2 --------------------

- Added message that displays when a player enters the map, notifying them how to open the rune menu.

-------------------- Minor Update for v2.3.1 --------------------

- Fixed on-screen runes not being cleared on player HUD when switching to spectator.
- Fixed rune menu not being cleared on player HUD when switching to spectator.
- Prosperity rune max health is now configurable using server CVAR "prosperity_max_health". Warning, setting this value too high such as max 32-bit signed integer value of '2147483647' may cause game breaking behavior.

-------------------- Update for v2.3 --------------------

- Added a configurable damage factor system for the Strength and Resistance runes. Allows changing DamageFactor mid-game using server CVARs "StrengthRuneDamageFactor" and "ResistanceRuneDamageFactor". Changes will
  propagate almost immediately to all players. Server settings will persist between games.

-------------------- Minor Update for v2.2.2 --------------------

- Moved the delay of drawing re-enabled runes from the rune menu into a separate script to allow a smoother experience in the rune menu when enabling runes quickly.
- Created MULTIFUNCTIONS.acs lump to convert commonly used code into functions to reduce code size for future versions.
- Further cleanup and optimization of ACS code.

-------------------- Minor Update for v2.2.1 --------------------

- Modified delay between drawing re-enabled runes on player HUD if enabled via the rune menu. This ensures that players with up to 285ms ping have adequate time to notify the server that a rune has been enabled before attempting to draw on-screen. Connections with higher latency than 285ms may not re-draw the rune properly client side.

-------------------- Update for v2.2 --------------------

- Added server info settings to the rune menu to display the current rune drop chance and rune drop on death status.
- Reworked rune menu to make it a bit more visually pleasing.
- Modified the Prosperity rune to increase health to 999 instead of 250. Drain rune and regeneration runes work properly with the increased limit.

-------------------- Update for v2.1 --------------------

- Added an in-game ACS menu system to allow toggling runes on/off or moving on-screen runes around the player HUD.

-------------------- Minor Update for v2.0f --------------------

- Fixed issue with some runes not being removed on player death.

-------------------- Minor Update for v2.0e --------------------

- Added CVar "drop_runes_death". If enabled, players will drop acquired runes on death.

-------------------- Minor Update for v2.0d --------------------

- Fixed issue where toggling all runes off before getting all runes would prevent the player from being able to use all runes at same time if any new runes were picked up while runes were toggled off.
- Removed empty and unnecessary actor states from Decorate powerup classes in customrunes.txt.
- Further cleanup of ACS code.

-------------------- Minor Update for v2.0c --------------------

- Changed "drop_chance" CVAR from int to float to allow for a wider range of % chance of rune drops. Useful for invasion maps with lots of monsters. Allowed range is now between 0.1% (1/10th of 1 percent) to 100%.

-------------------- Minor Update for v2.0b --------------------

- Fixed on-screen rune positioning not working in multiplayer.

-------------------- Minor Update for v2.0a --------------------

- Changed value that rune positional hotkeys add or subtract the position of on-screen runes from 5 to 25.
- Changed lump names to add .txt file extension to make them easier to access/read in external editors.

-------------------- Update v2.0 --------------------

****************************** INITIAL RELEASE ******************************

- Added feature to move on-screen runes around player HUD. See in-game menu for hotkeys. Rune position will persist between games.
- Cleaned up and optimized ACS code.