**********************
Changes in Vengeance since switching to QMB v1.18
**********************

(April 4, 2005) Added a workaround for the caustics bug on some maps, tweaked particles to
ol' Vengeance style, fixed the light going through walls bug,
added proper gun movement in view.c, and added basic binoculars code plus green screen, removed
shiny textures option in menu, made gl_shiny default to 0, tweaked default fog cvar values,
expanded 'hud' cvar to up to 4 to include hudstyles.

(April 5, 2005) Added menu option for hudstyles, took detail texturing out of menu, fixed caustics
at the expense of detail textures (which didn't work anyway), tweaked explosions and lavasplash.

(April 6, 2005) Added emboss mapping effect and cvar and menu option, added secondary
blood effect, tweaked caustics fix, optimized AddFire stuff.

(April 7, 2005) Tweaked emboss mapping.

-- Released version 2.0.0

(April 8, 2005) Changed the random menu messages.

(April 9, 2005) Added Enhanced Tab completion, tweaked (down) explosion for better speed.

(April 11, 2005) Added texture script system from frag.machine and improved it, fixed bug with
alternate hudstyle.

(April 12, 2005) Added basic Model Script System based on frag.machine's texture script code,
fixed other bug with alternate hudstyle, made folder system do 'vr2',
cleaned up code (5 warnings gone), removed texture shader cvar + added -nofilters paramater.

(April 15, 2005) Added shadow code for md3 models (thanks Reckless).

-- Released version 2.0.1

(April 18, 2005) Added model script flag for "all-the-time quad shell", added new splash particle
extension (#125), repositioned out-of-place menu text.

(April 19, 2005) Finished TE_EXPLOSIONQUAD (#70) code, temporarily finished TE_PARTICLERAIN (#55).

(April 20, 2005) Finished TE_EXPLOSIONRGB (#53) code, finished TE_PLASMABURN (#75) code, fixed
small particle() bug.

(April 25, 2005) Fixed EF_DIMLIGHT (theoretically), did mh's water tutorials #1-3, tweaked stuff.

(April 26, 2005) Added Reckless' mathlib.c code.

(April 27, 2005) Added incomplete light blooms (thanks KrimZon), added r_part_flame
cvar + functionality, changed gamma menu stuff, added fullbrightflag model script flag.

(April 28, 2005) Finished fixing light blooms code, tweaked default cvar values.

Entar : I do get around, don't I?

**********************
TODO List
**********************

Needs to be done: -
Done			: *
Hard and urgent	: --
Not as urgent	: -+
Hard + unurgent : --+

* Fix EF_DIMLIGHT
--+ Add render-to-texture stuff (Q3A-style teleporters?)
-- Half-Life map support
- Vertex shading on md3's
-- Proper Decal system (get code from DrLabman)
- Add Light Blooms
--+ Scriptable particle system
- Add alias shadows for mdl models
- Mouse-based menus
* mh's Auto-transparent water #1
* mh's Auto-transparent water #2
* mh's Auto-transparent water #3
- mh's Auto-transparent water #4
-+ Add top bar menu graphics
-- Add .alpha support and such (tutorial at QSG doesn't quite work)
--+ Try to add splash on projectiles
* Add alias-type shadows for md3 models
* Code cleanup (take care of warnings and such)
* Script texture system
* Basic Model Script system
* Expand Model Script system
* Add model script flag for "all-the-time quad shell"
* Add the caustics (or some underwater effect) back somehow; was taken out for workaround
* Add "hudstyles" cvar (expand hud.value to up to 4, instead of 3)
* Add proper gun movement
* Add Binoculars from old Vengeance
* Add emboss mapping by mh
* Add Enhanced Tab completion
* Fix the light "bleeding" through walls bug
* Change file directory from "QMB" to something like "base" or "vr2"
* Customize particles completely back to Vengeance style
* Change menu messages to credit DrLabman and Entar
* Switch from QMB v1.17 to QMB v1.18 :)

*****************************
Special thanks to DrLabman for making such a great engine that I could start from, and to all
the folks at the QSG for coding support.
*****************************