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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-05-22 04:48:09 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-05-22 04:48:09 +0000
commitefed02b574aa43bdd611d99edd782f3e3bee7801 (patch)
tree145904c98fc38e7bd451149df0c6007f27decded
parent8fd5d9c7e4fe6e507ef41a4d1334c15f2eacf383 (diff)
downloadioquake3-aero-efed02b574aa43bdd611d99edd782f3e3bee7801.tar.gz
ioquake3-aero-efed02b574aa43bdd611d99edd782f3e3bee7801.zip
Since we've hit the second time for this being asked...
git-svn-id: svn://svn.icculus.org/quake3/trunk@788 edf5b092-35ff-0310-97b2-ce42778d08ea
-rw-r--r--NOTTODO3
1 files changed, 3 insertions, 0 deletions
diff --git a/NOTTODO b/NOTTODO
index d0e4b71..7572c99 100644
--- a/NOTTODO
+++ b/NOTTODO
@@ -14,3 +14,6 @@ Removing the CD Key/pk3 checksums, yes jerks are going to do this on their own,
no we aren't going to support them. Obviously that doesn't apply if you're
making a total conversion. That is, if you're not using any id data from the
pk3s from either Team Arena or the original game itself.
+
+Removing the SDL/OpenAL header files from SVN. Having them in SVN makes it easier
+for non-Linux platforms to compile the game. This isn't changing.