"ZQuake" QuakeWorld client 0.13dev (development version)

Changes since 0.10:

- GL waterwarp effect was removed

- rendering of dlights with gl_flahsblend 1 modified so the light bubbles look
	nicer at close range

- support for fullbright colors on alias models (except for player skins).
	Controlled by gl_fb_models, 1 by default

- macros are parsed in the console now, i.e. you can type "echo $location".

- new macro, $time.

- a neat hack to make the 40 shells box look nice in GL :)

- a hack to make characters from ocrana gfx.wad look better in GL (especially
	with -conwidth 320).

- scr_centerRankings renamed to scr_centerScores

- new cvar, r_watervishack

- fixed the glqwcl bug with a part of status bar not being drawn in spectator mode

- new cvar, sv_maxrate

- kick command enhanced, you can give a reason for kicking the player,
	e.g. kick 45 stop camping!

- (GL) new cvars, gl_brightness, gl_gamma and vid_hwgammacontrol.

- (software) new cvar, brightness.

- brightness can be set via the menus

== build 434 ===

- new macro, $date (Gives you current date in "German" format, i.e. dd.mm.yy)

- new trigger, f_newmap - executed when a new map is entered, you can use it
	to execute map-specific configs, e.g.
	alias f_newmap "exec $mapname.cfg"
	Just don't forget to set cl_triggers 1!

- new trigger, f_spawn - executed after the first frame on a new map is
	rendered, you can use it to automatically start demo recording, e.g.
	alias f_spawn easyrecord
	It may seem that f_spawn and f_newmap do exactly the same thing,
	but there is difference: f_newmap is executed in the middle of
	connection process, so it's a good idea to execute your configs here -
	when you spawn, everything will be ready for battle.
	But you can't start demo recording with f_newmap because connection
	is not yet complete and record/easyrecord will just say "must be
	connected to record".

- some tweaks in stepup smoothing code

== build 448 ===

- macrolist command

- r_drawviewmodel 2 makes weapon model visible only when fov is not greater than 90

- r_drawflame can be changed on the fly now

- screenshot <filename>

=== build 453 ===

- scr_consize cvar

- (GL) gl_conalpha cvar

- (GL) faster dynamic lighting (gl_flashblend 0)

=== build 456 ===

- scr_centerMenu cvar (defaults to 1)

=== build 468 ===

- gl_brightness and brightness cvars were renamed to gl_contrast and contrast,
	respectively.

=== build 468 ===

- new startup logo

- new command, "if"

== build 474 ==

- demo player menu (not finished yet)

== build 483 ==

- .qwz playback

- qizmo_dir cvar

- the client replies to f_version with "Win32:Soft", etc, now.

- r_fullbrightSkins cvar (disabled for TF)

== build 489 ==

- cl_trueLightning cvar

== build 492 ==

- pickup triggers!

- tp_took command, to customize the items that will trigger f_took alias upon
	pickup. The syntax is pretty much like in Cheapo's .took command.
	Possible params are:
	"quad", "pent", "ring", "suit", "ra", "ya", "ga", "mh", "health", "lg",
	"rl", "gl", "sng", "ng", "ssg", "pack", "cells", "rockets", "nails",
	"shells", "flag" - no need to explain.
	Plus, there is a number of group names:
	"armor", "weapons", "powerups", "ammo", "all" and "default"
	Examples:
		tp_took	powerups ra ya lg rl mh flag   (same as "default")
		tp_took all -ammo   (report everything but ammo)
		tp_took +gl   (add grenade launcher to pickup list)

- a bunch of tp_name_quad, etc, variables. They affect how the picked item
	will be reported by %i macro in your f_took alias.

- more fun chars can be generated from the console

== build 517 (21.05.01) ==

- message trigger command syntax extended:
	msg_trigger <trigger name> <string> [-l <level], where level is 0..3

- the file list in demo player is sorted alphabetically now

- two new macros, $item (last item picked up) and $took (last item that
	triggered f_took)

- new cvar, cl_filterdrawviewmodel - to filter r_drawviewmodel sent by server

== build 518 (22.05.01) ==

- f_took is no longer triggered when there are no teammates in player's team

- disabled single player pause when console is down or menu is brought up

== version 0.13dev ==
== build 526 (31.05.01) ==

- added GL texture checksumming

- increased maximum number of files in demo player from 64 to 256

- some fixes in GL particle system

== build 540 (13.06.01) ==

- increased maximum number of files in demo player from 256 to 512 :-)

- added menu_slist command

== build 542 (15.06.01) ==

- added tp_point & tp_took commands

- new cvars: tp_name_nothing, tp_name_at, tp_forcetriggers

- more fun chars in say[_team] -- $(, $=, $b, etc

== build 543 (16.06.01) ==

- {white text} parsing in chat messages (use cl_parseWhiteText 0 to disable)

- fun chars parsing in names, this lets you create names like $R^Ki^ll^er$R
	(cl_parseFunChars 0 to disable, also disables fun chars parsing in
	say/say_team commands)

== build 544 (17.06.01) ==

- a number of changes in teamplay.c: %I and $item macros removed, %i works in
	"RL at rl box" style instead of "RL", and %A returns r/y/g instead of
	ra/ya/ga. All this was done for Qizmo compatibility.

- cl_parseWhiteText defaults to 2 (team messages only)

- console height can be adjusted with ctrl+uparrow and ctrl+downarrow keys

- added bindlist command - just like in Quake 3, it prints all current bindings

- fix the QW bug with ugly jump physics when cl_nopred is 1

- added $qt macro, returns a quote char (") - should be useful for scripting

- added $deathloc, works exactly like %d in say[_team]

- exec command tries to execute <filename> first, if that fails, it
	executes <filename>.cfg

- added sv_fastconnect cvar (doesn't do much - yet)

== build 546 (19.06.01) ==

- added cl_writecfg cvar. Works just like cl_writecfg in QuakeForge - setting it
	to 0 prevents ZQuake from writing a config.cfg on exit or gamedir change.

- added sv_cheats cvar - you don't have to restart the server with or without
	-cheats on the command line to enable or disable them, just type
	sv_cheat 1/0 and restart the map.
	Also, ZQuake prints a warning ("== Cheats are enabled ==") when it
	connects to a server with cheats.

- added con_notifylines.

- added crosshair 4 (a dot).  Sparky should be happy :-)

- added gl_lightmode cvar (defaults to 2).  2 is ZQuake improved lighting,
	0 is GLQuake default.  1 is reserved for QuakeForge style lighting.

== build 550 (23.06.01) ==

- added r_netgraphBox cvar

- added gl_colorlights cvar. Setting to 1 enabled colored lighting with
	gl_flashblend 0 (only takes effect after reconnecting.)

== build 552 (25.06.01) ==

- show_speed 2 shows predicted speed

- a couple of networking fixes, should make the game less laggy at high ping

== build 553 (26.06.01) ==

- new PL calculation algorithm (use cl_oldPL to disable)

- console background texture is smoother in GL now

- r_netgraphBox cvar removed; r_netgraph 2 or 3 should be used now to hide the
	netgraph box (r_netgraph 3 also hides the "x% packet loss" string)

- r_fastsky & r_skycolor work in GL now

- %W macro removed, and %w returns both current weapon and ammo for it
	(the way Qizmo does it).

== build 558 (01.07.01) ==

- fixed the bug with particles not being drawn over water surfaces with gl_texsort 0

- Ctrl+Enter in the console sends a team message 

- The menu in GL is now scaled to full screen; use scr_scaleMenu 0 to disable

== build 561 (04.07.01) ==

- fixed a bug with intermission screen when disconnected

- cl_r2g cvar only affects a rocket's model now, not the effects (trail & glow)

- fix the QW bug with wrong player entertime being recorded to demos;
	This also fixes completion time in single player demos.

- fixed a userinfo related bug

== build 564 (07.07.01) ==

- add %u macro ("I need %u"). Can be customized with the following cvars:
	tp_need_ra, tp_need_ya,	tp_need_ga, tp_need_health, tp_need_weapon,
	tp_need_rl, tp_need_rockets, tp_need_cells, tp_need_nails, tp_need_shells.

- message filtering system ("filter" command). Only team messages are
	filtered. Example: filter #att

== build 584 (27.07.01) ==

- fix an ugly id's bug in powerup glow code (thanx sturm)

- in software, all 2d graphics can be transparent now (def and
	qBlood designers should be happy :)

- the demo player remembers cursor position now

- (server) fix the bug with jumping on respawn (with +jump)

- spectator chasecam shaft fix

== build 599 (11.08.01) ==

- faster gl_flashblend 0 mode

- new 'fps menu' items - toggle 'fast' and 'high quality'
	modes

- faster demo writing