CHANGES since 2.4.2 to r6387: compat-q3a: switch crylink/hagar, as crylink is closer to BFG and hagar is closer to Plasmagun engine: add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing) engine: added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type) engine: added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default engine: added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties engine: allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients) engine: Blub's "deflate" extension to the download system. Currently only provides csprogs.dat in deflated form. Compatible in both directions, compression is only done if both client and server use this new code. engine: capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine engine: cl_demo_mousegrab engine: csqc can get bone infos engine: cvarlist now accepts wildcards engine: demo recording: stuff csprogs.dat files into .dem files so demos can always be played back engine: disable DGA mouse by default engine: effectinfo: add "stretchfactor" engine: fix a possible bug with zym model animation (this looks like a typo, and fixing it makes the shotgun anim in nexuiz appear more consistent) engine: fix bugs with q1bsp/hlbsp rotating submodels engine: fixed crash with ATI drivers on shutdown or vid_restart engine: fixed pointsound in csqc engine: fixed several collision bug regarding non solid players engine: fix memory corruption when using trailparticles with an effect that has a dlight engine: get rid of skinframe loading spam on dedicated servers engine: if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key engine: implemented occlusion query support on corona rendering, this enables coronas to fade according to the percentage of occluded pixels around the light origin, giving a more realistic corona behavior engine: implemented zpass shadowing, not used yet engine: model_brush: use the same tesselation number for patches in the same LOD group (q3map2 writes the same mins/maxs for any patch inside a LOD group, and this fact is used for identifying LOD groups) engine: mod_q3bsp_nolightmaps: do not load lightmaps, use the bad q3map2-written vertex lighting instead (you have been warned). Mostly useful for maps with HUUUUGE lightmaps on low-end systems. engine: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged. engine: new tcmod: "tcmod page