0) Get a handle on pragma warning (DONE)
1) Move command line transform to core (DONE: moved to stringlib)
3) Time refresh viewmodel shows (keep it as is, who cares) (DONE)
13) sv_gameplayfix_train whatever (DONE)
18) -developer sets developer 1 early? (DONE)
16) con_notifylines to support clean screenshot (DONE)
2) locate asm dependencies on qboolean, change everything else to cbool (DONE)
CTRL-C (DONE)
FIXED DIRECT3D seams/secret doors!!!!  (DONE)
IMAGELIST unreplaced --- shows unreplaced bsp textures (DONE)
2) Remove #IFDEF APPLE, switch with platform osx (DONE)
BUG: CTRL-HOME with full console must take us somewhere impossible to recover from. (DONE)
made texturepointer not fire for CTRL-C and CTRL-V unless keydest is game (DONE)
11) mac dedicated (DONE)

12) Feed core the com_createpath version of fs_open_write? (YES)  Now remove that from the core

3) PAK writer/reader

6) Mac compile
15) r_waterripple as no command
GO TO MENU NEEDS TO CLEAR CONCURRENTLINE!!!!!

Seems good
9) Does imagedump NPOT work ok???? (YEP ... or at least seems to!!!)

5) DX8 Quake and seams and hidden doors?  Does happen in Engine X?  (It DOESN'T!)  hidden doors?  (IT DOESN'T!!!)
 Is this optimization or what?????




Cancelled

4) Console to use our insertion function for tab complete and stuff?  (CANCELED - way to complex because we are string replacing, now inserting)

3) Get the commands to register.  Stupid that you don't use same system for cvars but leave it.


0) Crack open software poly cull for brush models and see if gl compatible (PROCRASTINATE)

Software cull is a failure


8) Staggered load of demos and maps

2) winquake: r_waterripple unknown command, nehahra.  Anything else?
12) Staggered load of demos and map menu

Issues
1. DX8 shows "seams or something". (DM6 teleporter)
2. 
1) GAMETYPE DEATHMATCH in single player (DONE)
3) View isn't rendering in Mac WinQuake release build. (DONE)
1) Get mirror alpha working because it isn't.  Stencil method for mirrors?  Reorg to draw nicely.  (DONE, it actually was fine
5) Eliminate glquake.xib (DONE)

8) Strip fruitz and apple script stuff (DONE)

3) Test dedicated (DONE)
1) Get damned thing to compile (DONE)
4) Mac GLQuake (DONE)

9) WinQuake culling in GL Renderer (CAN'T DO WITHOUT MAJOR REWORK)

3) Do the texcoords for software look GL compatible at all??????

7) is scrap violating its buffer???????  (doesn't look like it, maybe has clamp to edge or some weirdness) (NO EVIDENCE THAT IT IS)

66) A line length of 256 and the console draws a junk "2" at the end.r (FIXED!!!!)

21) Mirrors to stencil.


24) conproc needs renamed.

---- asm_bool // DONE
---- asm_int_32; etc.  (The vars are marked, this is enough.  Not going to change dedge_t to dedge_asm_t or anything


FIXING GL_OVERBRIGHT WRONG COLOR BUG.

CVARLOCKED, CALLBACK, ROM eliminated.

SHIFT-ESC or whatever Quakespasm supports
warp pos command (with 6 params)?

warppos x y z a b c perform operation on entity 0?  How
viewpos stuffs it into temp
1) Cvar locked, Cvar ROM (DONE)





