+\r
+- Improved radar (minimap), which shows in both team games and standalone games by default.\r
+\r
+- Added settings for anaglyph stereo in the Video menu, so people with 3D glasses can play Vore Tournament in 3D. Includes settings for any type of glasses.\r
+\r
+Known bugs:\r
+\r
+- When players die, they occasionally keep throwing gibs and blood infinitely from their death spot. The reason for this is still unknown, and the bug will also decrease performance, although it doesn't happen too often.\r
+\r
+- Sometimes the swallow model gets bumped, causing the camera to see outside of its bounds. This happens rarely and was no longer noticed, so it might have been fixed. I remember it was related to weapon display digits and changing the scale of the view weapon.\r
+\r
+- When players get stomach kicked or grow, weapon reload keeps resetting and starting over again. I'm not sure if to fix this or if it's better this way (since it simulates loss of handling).\r
+\r
+- Some bots still don't select the Grabber gun when they have it.\r
+\r
+- Respawn ghosts don't fade smoothly, and disappear instantly instead.\r
+\r
+- There is still an issue with the weapon model attempting to attach to the stomach model, which is configured per-player. This doesn't cause any visible problems but still shouldn't happen.\r
+\r
+- Several divisions by zero still exist in the code (visible with developer 1). They doesn't cause visible issues but should still not happen.\r
+\r
+* 0.8.0:\r
+\r
+Bug fixes:\r
+\r
+- Fixed a shader bug which was causing gullet and stomach models to show at full brightness and not be affected by lighting.\r
+\r
+Features:\r
+\r
+- Player size also influences weight. Macros will have more gravity while micros float more easily. Jump pads throw players at the correct destination if their weight is changed by scale, but a loaded stomach will still reduce traveling speed.\r
+\r
+- Health items are now swallowed slowly like players. The swallow speed depends on an item's health compared to the player's health, rather than a size comparison as done between players. This does not conflict with consumable items, and the two can be toggled individually. Items are still eaten by standing over them.\r
+\r
+- Ported dodging from Xonotic. Double-tap any movement key to leap in that direction. This can be combined with double jumping, and gives VT the same jumping system as Unreal Tournament 2004.\r
+\r
+- Fully customizable HUD. Each component can be positioned and scaled independently using cvars in the HUD config file, allowing the player to create their own HUD setup. Note that not all HUD components were adapted to the new system yet.\r
+\r
+Known bugs:\r