laser_pointer (v3.2_pre1)
  * Added 2 new colors : Yellow and White
  * Converted Blue color to Cyan
  * Made the laser dot (not the beam) change color according to the beam's color
  * Removed the ability to choose if the laser beam could be on
  * Cleaned and optimized most of the code
  * Added CREDITS and CHANGELOG
 -- Edewaa  Tue, 02 September 2025 03:00:00 +0200

laser_pointer (v3.2_pre2)
  * Added a new CVar to memorize if the player wants the laser to be active
  * Made the laser beam more glowy by replacing the beam particles with custom ones
  * This, however, made the laser dot itself smaller
  * Removed the random horizontal offset of the beam
  * Renamed some actors, CVars and functions to be more explicit and consistent
  * Updated format of the Changelog
 -- Edewaa  Wed, 03 September 2025 17:00:00 +0200
 
laser_pointer (v3.2_rc1)
  * Fixed the laser dot being smaller than the beam by creating a "Big" version
  * Moved the beam a bit lower to make it less annoying to look at
  * Renamed some variables, as well as the CVar laser_color to laser_color_id
  * Cleaned the ACS script a bit
  * Updated the CREDITS
 -- Edewaa  Thu, 04 September 2025 16:20:00 +0200
 
laser_pointer (v3.2_rc2)
  * Updated the ACS script so that the changes to the laser_is_active CVar
    are only done in the LaserToggle script, fixing a bug when becoming a
    spectator
  * Added a comment for the laser_is_active CVar
 -- Edewaa  Fri, 05 September 2025 01:04:00 +0200

laser_pointer (v3.2_rc3)
  * Fixed a bug when a player disconnects that made new players with the same
    player id to have their laser active even if it shouldn't
  * Changed the laser beam height so it's less annoying to look at
 -- Edewaa  Sat, 06 September 2025 01:05:00 +0200

laser_pointer (v3.2)
  * Adjusted and added comments in CVARINFO and scripts/LASER.acs
  * Added information in CREDITS.txt about the basis for this work,
    laser_pointer_v2.pk3
  * Moved todo list from CREDITS.txt to TODO.txt
  * Improved formatting of documentation
 -- Norse_Harold <norseharold@norseharold.anonaddy.com>  Sat, 06 September 2025 11:54:00 -0500

laser_pointer (v3.3_rc1)
  * Changed BaseLaserPointerPuff Scale from 0.03 to 0.06, making the laser beam bigger
  * Changed the sparsity parameter of every A_RailAttack() from 1.0 to 4.0 for better performance (4x less lag pretty much)
  * Changed the spawnofs_z parameter of every A_RailAttack() from -15 to -14
  * Added 2 Clientside scripts, LaserNextColorClientside and LaserToggleClientside
    to make user CVar changes kept across game sessions
  * Changed LaserNextColor and LaserToggle code to be simpler
 -- Edewaa  Wed, 08 October 2025 13:28:00 +0200

laser_pointer (v3.3_rc2)
  * Added Purple color !
  * Changed BaseLaserPointerPuff Scale from 0.06 to 0.04
  * Changed the spawnofs_z parameter of every A_RailAttack() from -14 to -16
 -- Edewaa  Fri, 10 October 2025 22:17:00 +0200

laser_pointer (v3.3_rc3 / v3.3)
  * The laser has a maximum range of 150m (4800 map units)
  * Changed the sparsity parameter of every A_RailAttack() from 4.0 to 6.0
 -- Edewaa  Fri, 27 October 2025 10:30:00 +0200

laser_pointer (v4.0_rc1)
  * New CVars added : laser_is_low_quality and laser_height
  * The player can change the quality of the laser being used via a key or the console
  * The player can change the height of the laser using keys or the console
 -- Edewaa  Thu, 13 November 2025 15:32:00 +0200

laser_pointer (v4.0_rc2)
  * Added a CVar to change the sparsity of each individual actor of the laser
  * Added keybinds to change it, similarly to the height of the laser
  * Removed the loq quality version of the lasers, since the sparsity is used instead
 -- Edewaa  Fri, 14 November 2025 00:14:00 +0200

laser_pointer (v4.0)
  * The laser beam doesn't leave a bullet decal on walls in vanilla anymore, but
    it still spawns an invisible decal which count toward the max number of decals
	allowed. However, it doesn't work in Zandronum... only UZDoom
	(Brutal Doom unaffected by this change)
 -- Edewaa  Fri, 14 November 2025 12:19:00 +0200