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TODO: the Mac port seems stable, but outputs a bunch of warnings..
	
2004-05-22
- updated the xcode project from Apple's version
  now with the latest vm_ppc code
	
2004-05-21 Timothee Besset <ttimo@idsoftware.com>
- fixed the Linux build to compile again on sid (glext.h and gcc3 warnings)
- 2 weeks ago, hacked up the source to compile on panther / xcode 1.1
  several cleanups were needed, and VM support seems broke (hangs or crashes)
- got altivec optimisations from Apple (Kenneth Dyke)
  merged back in
- looks like with the new code merge the VM support is back in and working
	
2003-09-15 Timothee Besset <ttimo@idsoftware.com>
- import Q3 java master code, cleanups on monster

2003-08-31 Timothee Besset <ttimo@idsoftware.com>
+ loki_setup hell
  https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=626
  http://zerowing.idsoftware.com/linux/q3a/index.html#glibc
  text mode installer in loki_setup image built on Mandrake 7.2 crashes on some glibc 2.3 systems such as RH9 etc.
  need to move to a different version of the installer, and update old installers to keep them still 'installing'
  moving to build the setup binaries on Debian Woody systems (glibc 2.2, text mode installer will no longer work on 2.1 systems)
  hacked together a new setup, using setup tree from RTCW. would need a complete revamp if a new full setup with new binaries is needed

2003-07-17 Timothee Besset <ttimo@idsoftware.com>
	+ new cvsreport, testing per-module config

2003-01-19 Timothee Besset <ttimo@idsoftware.com>
	+ building on both gcc 2.x and 3.x
		added conf modules to check gcc version
		ccache support

2003-01-13 Timothee Besset <ttimo@idsoftware.com>
	+ tweaking around for gcc 3.x build
		edit Conscript to change the compiler

2002-12-16 Timothee Besset <ttimo@idsoftware.com>
	+ added pbEmit class to auth code, emit CD keys to local PB master

2002-11-14 Timothee Besset <ttimo@idsoftware.com>
  + up to latest makeself.sh
	+ add both quake3.x86 and quake3-smp.x86 to setup
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=573
	  console setup crash / glibc 2.3 (Debian Sid)
		investigated, put together a workaround		

2002-11-5 Timothee Besset <ttimo@idsoftware.com>
	+ Linux building both smp and non-smp again. Will have to put both in setup
	+ added in_subframe to toggle X subframe event handling
	+ reworked the timing code to be more reliable
	+ cleaned up dgamouse/in_mouse code, removed unnecessary dgamouse var
	+ made the mouse grabbing an in_nograb cvar, no longer a compile time option
	  in_nograb 1 force in_dgamouse 0 and r_fullscreen 0 (any of those two will b0rk)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=565
	  mouse issues on Suze 8.1 - related to subframe event timing
		added code chunk to detect broken X timing and disable subframe
	+ tweaked the subframe/X bug workaround to be less paranoid	

2002-10-28 Timothee Besset <ttimo@idsoftware.com>
	+ no longer blocking demo recording if g_synchronous clients != 0
		only sending out a warning (everyone does g_sync 1 ; record ; g_sync 0)

2002-10-21 Timothee Besset <ttimo@idsoftware.com>
	+ building final mod sdk setups (added lcc bins, added link to q3asm-turbo in readme)

2002-10-8 Timothee Besset <ttimo@idsoftware.com>
	+ quickfix cl_maxpackets > 125 brings back to 100

1.32 release ---

2002-10-7 Timothee Besset <ttimo@idsoftware.com>
	+ made the 'demo' command case-insensitive on extension match (it was confused by demo FOUR.DM_68)
	+ mouse wheel scrolling with in_mouse 1 + window mode was not working, fixed (DI didn't catch)
	+ removing on-the-fly pk3 build from Linux setup, using the finalized ones now
		added 'pk3' option to cons for toggle of pk3 building

2002-10-5 Timothee Besset <ttimo@idsoftware.com>
  + updated win32 mod sdk (in win32/mod-sdk-setup)
    added q3asm and lcc source
    updated the .bat to build VMs

2002-10-3 Timothee Besset <ttimo@idsoftware.com>
	+ linux mod sdk, wrote the bulk of the scripts

2002-9-30 Timothee Besset <ttimo@idsoftware.com>
	+ ATVI Quake 3 1.32 Patch #9
		rolling back to the way it was before, leaving 1v1 force vote exploit, the fix was worse than the bug
		from comment on bug #9 in tracker:
		
		actually the fix is worse than the original bug

     after the fix, voting when you are alone on the server was no longer working
     it was kinda intended in the fix, that you would have to be at least two to pass a vote .. but
     it is an oversight.

     calling a vote in a 1v1 game against a bot fails immediately
     (calling a vote in any situation where there's only 1 live player fails)

     Say a server's running some lame custom map that you have but a friend doesn't. You can't go
     on the server and change it to the map you want to play, so he ends up having to auto-dl it at
     8K a second just so you can switch from it.

     This particular 2 clients, vote / quit exploit would involve too many changes to fix properly.
     I am reverting back to the old version, and leaving as WNF 

2002-9-29 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50
		added Wheel support to the DirectInput code IN_DIMouse (in_mouse 1)
		tweaked the Wheel mouse reading for in_mouse -1 (old win32 input code)
			handle correctly when zDelta is > 120
			provide a in_logitechbug cvar to handle buggy Logitech MouseWare driver sending wheel events twice

2002-9-26 Timothee Besset <ttimo@idsoftware.com>
	+ ATVI Quake 3 1.32 Patch #38
		adding trap_SetPbClStatus, reliably checks for PB presence before enabling PB in UI

2002-9-25 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
		SVF_CLIENTMASK, fixed a typo
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=555
		pushed cl_maxpackets upper limit to 125 (from 100) per CPMA Arqon's request

2002-9-24 Timothee Besset <ttimo@idsoftware.com>
	+ ATVI Quake 3 1.32 Patch #33
		PB reporting sv_paused cvar hacked, fixed SV_CheckPaused to use a Cvar_Set
	+ ATVI Quake 3 1.32 Patch #24
		added [skipnotify] from RTCW, use to display in the console only, but not on client screen
		(also fixes pb_msgprefix and pb_sv_msgprefix)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=553
		using correct error message if listen server starting as cl_punkbuster 0 sv_punkbuster 1
	+ ATVI Quake 3 1.32 Patch #35
		text auto wrap in UI code was eating the last word if it was wrapping
		fixed in Q3 and TA UI (this bug could have affected the server print message also)
	+ some updates to the win32 cons post-build process	

2002-9-21 Timothee Besset <ttimo@idsoftware.com>
	+ adding bspc cons build script

2002-9-19 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=552
		disconnect reason is transmitted in the disconnect command and processed into com_errorMessage
		(similar to RTCW behaviour)
		added UI for com_errorMessage cvar in baseq3/, if client is kicked/dropped/disconnected for whatever reason
		(this is already functional in TA)
	+ ATVI Quake 3 1.32 Patch #9
		failing vote if there's only one voting client (fixes exploit on 2-player server where one player votes then disconnects, forcing vote to pass)
	+ ATVI Quake 3 1.32 Patch #5
		removed the userInfoChanged message (was a debugging leftover)
	+ ATVI Quake 3 1.32 Patch #18
		rcon was not properly fixed yet, this only showed up for PB commands
		changed the rcon parsing again to be more reliable
	
2002-9-18 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=549
		the demo command has a list of compatible protocols, it will loop through 66 67 68
		you can do '/demo four' and it will try four.dm_66 four.dm_67 four.dm_68
		or you can explicitely give a '/demo demoname.dm_??'
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
		added SVF_CLIENTMASK (0x00000002), works only with <= 32 players
		set bitmask of players to which send entity

2002-9-17 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=550
		rcon bug fix
	+ some scons updates for win32 (post build)
	+ 1.32rc2

2002-9-06 Timothee Besset <ttimo@idsoftware.com>
	+ updated completely the setup system:
		fixed cons stuff to build setup with cons -- release setup
		working from new setup codebase with some custom patches:
			https://bugzilla.icculus.org/show_bug.cgi?id=52
			https://bugzilla.icculus.org/show_bug.cgi?id=53
			checked that BSD support was still in (brandelfing and symlinks) .. will have to get tester feedback
		bumped version to 1.32rc1	
		TODO: update the windows .VCT (standalone setup and auto-update)

2002-9-04 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
		backport from RTCW 1.4 code
		rcon commands where sent after being tokenized and rebuilt
		that was breaking any quoting, for instance 'rcon g_motd "hooka pooka"'
		added Cmd_Cmd() to retrieve the un-tokenized command and transmit as is on both ends
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=542
		b0rked text wrapping in connect screen
		was a missing sizeScale in q3_ui/, and a bad param in ui/
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
		backport fix to pk3 reordering, happens when clearing the references, bad order from connection may break stuff		
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=527
		TA ui/, quickfix to netSource (mod stuff, doesn't affect TA)
	+ cleaned up broken old DO_WIN32 stuff in cons scripts
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=526
		typo in models2.shader
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=443
		Linux client: sub-frame timing of key/mouse events
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=453
		added mousewheel support: wheel to scroll, ctrl+wheel to scroll faster, shift+wheel to scroll history
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=545
		bumped server count to 4096
	+ keep around: __asm__ __volatile__ ("int $0x03");		
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
		moved screenshots to backend with a new RC_SCREENSHOT render command
		fixes the r_smp 1 garbled screenshots

2002-8-29 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=539
		new VM code from Raven's Sof2
	+ cons / qvmtools build system fixes	
	+ had to get a new qe3.ico again (resource compiler error)
		http://vasin.hypermart.net/eei.htm
	+ updated, basic testing on win32, merging back in trunk
	+ merged bug-539 branch back into trunk, officialize the new VM code

2002-8-26 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=472
		linux client: handle ctrl+space situations (could leave space locked on + space not working with ctrl on)
	+ update the build system, build q3lcc and q3asm etc. on demand
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
		fixed invisible players/entities

2002-8-23 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536
		fixing donedl being ignored after autodl if map_restart'ed (propagate from RTCW)
		ignoring multiple map_restart (propagated from RTCW)
	+ reworked the server 'client text ignored' message to only trigger	when there's actually a message that doesn't get to the game VM

2002-8-18 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=528
		ydnar: reorg bits in the drawsurf sort index, push MAX_SHADERS to 2^12
	+ commented out some debug stuff in java auth server
	+ added FAQ item with Linux & BSD patch to handle broadcast on multiple interfaces

2002-8-15 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
		fixing rcon being broken on NT/XP with > 23 days uptime (or so)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=525
		changed the rcon buffer size to avoid overflows and dropping part of the message

2002-8-14 Timothee Besset <ttimo@idsoftware.com>
	+ hacked in some experimental win32 stuff to the cons files
		(win32 recognition and pk3 installs .. very very experimental but I needed it for win32 dev)
	+	https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=521
		ui/ and q3_ui/ : added text auto wrapping in the connection screen drawing (server message)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=531
		removed the MPlayer stuff from the server browsers
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=505
		enabled back the ignore if protocol is != (fixes Wolf servers showing in browser)

2002-8-10 Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500
    propagated IP banning fix from RTCW

2002-8-08 Timothee Besset <ttimo@idsoftware.com>
	+ propagate additional sv_lanForceRate fix from RTCW

2002-8-07 Timothee Besset <ttimo@idsoftware.com>
	+ added trap_FS_Seek

2002-8-05 Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50
    fixed the DI mouse init procedure
		
2002-8-05 Timothee Besset <ttimo@idsoftware.com>
	+ removed sv_allowanonymous, was dummy and polluting the serverinfo
		(sv_allowanonymous was designed to flag wether server was public or not, but that's replaced by g_needpass)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=514
		sv_strictAuth (default 1): server variable to control wether strict CDKEY auth should be performed
			this is required if you want reliable cl_guid on the server
		extended the getIpAuthorize (server->auth message) syntax
		sending the fs_game at all times (default 'baseq3'), dummy sv_allowAnonymous 0, strict auth flag
		NOTE: 1.31 server on baseq3 sends a getIpAuthorize packet like:
			processing packet: getIpAuthorize -1230824753 217.128.77.195  0
			the auth server will mistakenly read fs_game as '0'
	+ TAGGED the master / auth source as pre-1_32
		will need to go back to this to comment out all my debugging crap

2002-8-04 Timothee Besset <ttimo@idsoftware.com>
	+ cleaned master server stuff, client was prompting master.quake3arena.com, 
		server was sending heartbeats to master3.idsoftware.com
		both point to 192.246.40.56, unified to master.quake3arena.com
		the MPlayer master, master.quake3world.com doesn't exist anymore, switched it to master.quake3arena.com

2002-8-02 Timothee Besset <ttimo@idsoftware.com>
	+ added auth server source, reorganized
	+ auth server name / master key optionally set on command line for master and auth servers
	+ auth and master config in build system
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524
		changed default GL driver from libGL.so to libGL.so.1
		see LSB 1.2 spec: http://www.linuxbase.org/spec/refspecs/LSB_1.2.0/gLSB/libgl.html
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=480
		applying the 'no cp command' experimental fix for beta phase
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
		backported from RTCW, fix to packet fragmenting emission
		FIXME: there is some verbose code that we have to take out in the final version (grep for #462)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
		backported from RTCW, don't get dropped if the server changes map while connecting (ignore outdated cp)
	+ PROTOCOL BUMPED TO 68	

2002-8-01 Timothee Besset <ttimo@idsoftware.com>
	+ Linux: dedicated build was not setting up signal handler like the full client does
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522
		SplashDamage bugfix, now clearing client gentity before GAME_INIT call (instead of after)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=498
		fixed NET_AdrToString to print the port as unsigned int (for ports > 1^^15, was showing negative)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=501
		maintain IP in userinfo sent to game
	+ checking in master server source	

2002-7-31 Timothee Besset <ttimo@idsoftware.com>
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=513
		https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506
		porting fix from RTCW codebase. client re-orders it's pk3s to scan in the same order than the server
		this eliminates several 'Invalid .PK3 file referenced' situations (caused by client not referencing the same thing as server)
	+ fixed border remnants in ta ui
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=517
		ERR_DROP if PB client off / server on conflict when starting local server
	+ quickfix to q3 ui / punkbuster detect in server browser
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=458
		code fix, no more taunt spam
	+ cons install of PB .so files
	+ correct MOD_KAMIKAZE and MOD_JUICED in TA games.log

2002-7-29 Timothee Besset <ttimo@idsoftware.com>
	+ q3 ui: completed confirmation prompts and messages (added UI_ConfirmMenu_Style & UI_Message)
	+ ta ui: backported 'conditionalopen' from RTCW (conditionalopen <cvar> <menu1> <menu2>)
	+ ta ui: confirmation prompt for punkbuster enable/disable etc.
	+ added the win32 DLLs to pb/win32/
	
2002-7-28 Timothee Besset <ttimo@idsoftware.com>
	+ ta ui: sv_punkbuster in StartServer menu
	+ ta ui: added cl_punkbuster in server browser
	+ view filters are in a modal dialog
	+ new files: filter.menu menus.txt (pak3.pk3 updated)
	+ fix broken link in Linux FAQ	

2002-7-27 Timothee Besset <ttimo@idsoftware.com>
	+ ta ui: PB display in the browser, in it's additional tab, with sorting

2002-7-26 Timothee Besset <ttimo@idsoftware.com>
	+ PB UI: for baseq3/ AND missionpack/
		q3_ui: Punkbuster: Enable/Disable in server broswer (cl_punkbuster)
		q3_ui: PB logo, PB Yes/No in browser (TODO: validate this to be working)
		q3_ui: added sv_punkbuster toggle in start server menu
	+ automated building of the new PK3s, unix/Conscript-pk3

2002-7-25 Timothee Besset <ttimo@idsoftware.com>
	+ added PB build scripts on Linux, fixed the Linux build

2002-7-12 Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=511
    fixing re.SetColor crash for widescreen displays (q3dm11)
    was calling to the renderer while not registered

2002-6-19 Timothee Besset <ttimo@idsoftware.com>
  + r_roundImagesDown 0 + map q3dm16 -> tr_image.c ResampleTexture crash
	  buffer overflow because of resample to 2048x..
		xian_q3dm12_leftwall4fin.jpg 1152x384
		bumped one buffer byte p1[1024] -> byte p1[2048], added a safe check

2002-6-14 Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
	  propagate a renderer fix from RTCW. fixes a one-frame visual glitch when mod code 
		registers a shader after drawsurfaces are generated but before the frame is rendered

2002-6-12 Timothee Besset <ttimo@idsoftware.com>
  + added cons and pcons to unix/, updated the build script

2002-5-24 Timothee Besset <ttimo@idsoftware.com>
	towards a new Q3 release?
		some bug fixes require protocol change, or mod code/mod interface change to be fixed properly
		this is a biz decision, dunno yet if we are going to want a new protocol (probably not)
	-> have to create a branch for the 1.31b, i.e. backwards compatible with 1.31 'Stable-1_31'
	  and put the 1.32 specific / protocol changes on trunk
	no telling what will go in SOS in the end .. probably 1.32	

2002-5-5 Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491
	  adding a sv_lanForceRate (defaults to 1) to turn on/off server forcing rate of LAN clients
		(only affects LAN dedicated clients - dedicated 1, default behaviour forces LAN clients to 99999 rate)
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=470
	  fixing potential overflows with cl_cdkey (propagated from RTCW)
	+ cons-based build system (imported from Wolf, was partly written for mod tools release already)
	  building with SMP on by default
	+ better #ifdef SMP handling ('disabled at compile time' message)	
	+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=494	  
		Q_vsnprintf for vsprintf calls in the core
		not putting this in game code as we'd need a vsnprintf implementation in bg_lib.c

2002-4-5 Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
    taking out the fix which was found broken and incomplete  

2002-8-4  Timothee Besset <ttimo@idsoftware.com>
  + adding NO_MOUSEGRAB define (select in the Makefile)

2002-2-4  Timothee Besset <ttimo@idsoftware.com>
  + applying Gareth's SMP patch
  + count number of CPUs (Sys_ProcessorCount in unix_shared.c), default r_smp appropriately
  + bumping version to 1.32
  + if XInitThreads fails, set r_smp to zero

2002-28-2  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
    send potential remaining fragmented packets before sending a gamestate
    
2002-26-2  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=455
  removed old libMesaVoodooGL.so loading code
  Voodoo cards should use XF4/DRI, that load code was outdated and confusing people with broken OpenGL

2002-16-1  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=441
  adding brandelf calls to the setup building process so that our binaries run on BSD

2002-1-1  Timothee Besset <ttimo@idsoftware.com>
  + updated FAQ with BSD info (bug #441)
  + FAQ update on CLIENT_UNKNOWN_TO_AUTH
  + FAQ update for proper strace usage

2001-12-12  Timothee Besset <ttimo@idsoftware.com>
  + Q3 1.31 point release
    updating build_setup.sh to new pk3 files
    (baseq3/pak7.pk3 missionpack/pak2.pk3)
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=395
    adding quake3.xpm icon, and modified the setup accordingly to put symlinks
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=390
    ignoring SIGTTIN SIGTTOU

2001-06-12  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402
    bug with full scene

2001-04-12  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=398
    cg_bobup cheat protect
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=399
    fixed Setup > System > Driver info crash
  + checked in code/spank.sh script, perform checksuming  
	
2001-18-09  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
    propagating sound code fixes from Wolf to Q3
	
2001-11-08  Timothee Besset <ttimo@idsoftware.com>
  + setup script was still broken, damn shell expansion
    the exit code for Q3 was always zero instead of $?
    propagating the fix to Wolf

2001-11-04  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=382
    modified challenge code for motd to be truly random
	
2001-10-31  Timothee Besset <ttimo@idsoftware.com>
  Moved updated q3asm and lcc source at the toplevel, MissionPack/q3asm
  and MissionPack/lcc

2001-10-29  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=381
    build system is now functional

2001-10-21  Timothee Besset <ttimo@idsoftware.com>
  + updated Sys_LoadDll code on linux to search in the following order:
    #1 current directory
    #2 fs_homepath
    #3 fs_basepath
    this was needed to make mod developement easier

2001-10-09  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51
    the code to buffer the redirection was in there but disabled? (Com_Printf)
    enabled it back
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=52
    connection issues / userinfo
    client side fix, instead of sending 'connect <userinfo>' packet
    we now send 'connect "<userinfo>"'

2001-10-08  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
    added a PROT_READ to the mmap call
    this was needed to go around a bug in glibc i586 i686, memset doing read access
    since the audio_fd is opened O_RDWD this is harmless to Q3

2001-10-07  Timothee Besset <ttimo@idsoftware.com>
  + updating from SOS
    S_WriteLinearBlastStereo16 C/asm is back in snd_mix.c (Graeme)
    r_showtris r_shownormal cheat protections
  + Sys_LoadDll changes:
    removing -debug search when loading native dlls
    changing the fatal aborts when not finding native from release only to debug only (was a misfeature)
    used to search in cd_path which is bogus, now searching in pwd if basepath fails
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=275
    fixed r_fullbright not being cheat protected / was a CVAR_LATCHED|CVAR_CHEAT issue

2001-09-06  Timothee Besset <ttimo@idsoftware.com>
  + updated from SOS, some changes to qcommon/unzip.c (statics)

2001-08-27  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=3
  Added some code in CL_InitDownloads to use FS_ComparePaks and print out information about server-referenced paks that are missing on the client. It is a first step, allows to get precise information about what can cause a connection to fail (typically when the user is sent back to the main screen).

2001-08-22  Timothee Besset <ttimo@idsoftware.com>
  + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=86
  fixed sound bug (with Graeme hints)

2001-08-20  Timothee Besset <ttimo@idsoftware.com>
  + made sure Sys_Printf doesn't get into an endless loop if logfile is on
    fixed qconsole.log issues, +set logfile 1 +set fs_debug 1 was crashing (any OS)
    fixed logfile 1 / ttycon 1 issue, didn't exit properly (same endless looping)
    also fixes an issue reported by q3f team
  + changed rcon commands from Com_DPrintf to Com_Printf so that they show up in the console
  (with IP information)

2001-08-19  Timothee Besset <ttimo@idsoftware.com>
  + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=91
  (autodownload toggle in q3 ui)
  + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=76
  g_password issue
  + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=93
  cheat protecting r_lodCurveError
  + wontfix https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=92

2001-08-18  Timothee Besset <ttimo@idsoftware.com>
  + more fixes to the 7-button mouse code (linux only)
  + updated faq about gamma slider
  + added "servers don't show up in ingame browser" to faq
  + added Alt+Enter toggle for fullscreen/windowed (linux)

2001-08-16  Timothee Besset <ttimo@idsoftware.com>
  reconfiguring CVS repository to give access to Gareth
  + testin gareth's access

2001-08-03  Timothee Besset <ttimo@idsoftware.com>
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=85
  fixes in the setup code for older bash versions
  
2001-08-02  Timothee Besset <ttimo@idsoftware.com>
  * commented out assembly implementation of S_WriteLinearBlastStereo16, using modified C implementation from Zaphod
    need to check performance: https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=88
  * finished const declarations in CG_Trace calls, was needed in pmove_t declaration and some other functions
    cgame/cg_local.h : CG_trace trap_CM_BoxTrace
    game/bg_public.h : using const in pmove_t trace functions prototypes
    (fixes gcc warnings: assignment from incompatible pointer type)

2001-07-26  Timothee Besset <ttimo@idsoftware.com>
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=78
  mapped K_MOUSE4 K_MOUSE5

2001-07-23  Timothee Besset <ttimo@idsoftware.com>
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
  more fixes, handling meta characters and various kinds of backspace

2001-07-22  Timothee Besset <ttimo@idsoftware.com>
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
  after testing feedback, fixed more stuff:
    better backspace, works with putty and potentially more terminals
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51
  band aid fix to rcon status, incresed MAX_PUSHED_EVENTS from 256 to 1024
  (adds 28kb of mem requirements)

2001-07-21  Timothee Besset <ttimo@idsoftware.com>
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=2
  using XF86 Gamma extension to set the gamma in game from the menus
  (previous behaviour was to set /r_gamma and restart, renderer relying on s_gammatable)
  restoring initial gamma on GLimp_ShutDown

2001-07-19  Timothee Besset <ttimo@idsoftware.com>
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
  first usable version of dedicated console
  added history and completion functionality
  ready for some testing
  still some TODOs and FIXMEs:
    keep the currently edited line when going back from history exploration
    edit the current line with cursor, insert mode etc.

2001-07-18  Timothee Besset <ttimo@idsoftware.com>
  * starting TAB completion and history for the dedicated server (tty console)
  removed Sys_ConsoleOutput (unused)
  removing bogus nostdout variable
  cleanup of a big chunk of code that Bernd commented out and scheduled for deletion
  moved completion code from client/cl_keys.c stuff into qcommon/common.c, Field_CompleteCommand(field_t*)

2001-07-13  Timothee Besset <ttimo@idsoftware.com>
  * fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=8
  screenshots overwrites
  * fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=31
  DOUBLE SIGNAL FAULT

2001-07-11  Timothee Besset <ttimo@idsoftware.com>
  * fix for french keybards / console toggle / bound to XK_twosuperior

2001-07-10  Timothee Besset <ttimo@idsoftware.com>
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=19
  cleanup of the keyboard code, adding com_developer message in case XLookupString would fail

2001-07-10  Timothee Besset <ttimo@idsoftware.com>
  * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=33
  using our custom handlers for X errors, should make things more robust
  (X docs say some X errors are not fatal, but the default X handler exits the app anyway)

2001-07-08  Timothee Besset <ttimo@idsoftware.com>
	* https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=19
	keyboard state issues, fixed the sticking with ctrl key (thks relnev)

2001-07-07  Timothee Besset <ttimo@idsoftware.com>
	* closing https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=13
	the fixes to bug #9 solved this one too
	* checking in to SOS

2001-07-05  Timothee Besset <ttimo@idsoftware.com>
	* work on https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=9
	filesystem code changes:
	updated the documentation in files.c to the current system
	added correct fs_homepath fs_basepath fs_cdpath scanning to FS_SV_FOpenFileRead
	  (fixes description.txt not found, and probably a few other linux issues)

2001-06-29  Timothee Besset <ttimo@idsoftware.com>
	* fixed setup issues (graphical/console)
	https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=6

2001-06-26  Timothee Besset <ttimo@idsoftware.com>
	* bug tracker is online at https://zerowing.idsoftware.com/bugzilla
	  authentication, use login: bugs password: b00gies
	  for now, using it as the linux bug tracker, possible use for more OSes and programs if anyone is interested.
	* tweaked the graphical setup to send to bugs@idsoftware.com on errors instead of support@lokigames.com
	  
2001-06-19  Timothee Besset <ttimo@idsoftware.com>
        * fixed generated launch script /usr/local/bin/quake3, exit $* should be exit

2001-06-18  Timothee Besset <ttimo@idsoftware.com>
        * rebuilt 1.29f setups, released as 1.29f-beta1 'Q3 1.29f linux-i386 Jun 19 2001'

2001-06-10  Timothee Besset <ttimo@idsoftware.com>
	* rebuilt against PR source, packaged 1.29b setups

2001-05-25  Timothee Besset <ttimo@idsoftware.com>
	* graphical setup, based on Loki's setup tool (GPL)

2001-05-22  Timothee Besset <ttimo@idsoftware.com>
	* changed fs_basepath to fs_homepath, according to Graeme's changes (probably missed this change?)
	  this fixes the q3key prompting at each game startup

2001-05-20  Timothee Besset <ttimo@idsoftware.com>
	* rebuilding 1.28b, various fixes on linux build:
	  - SetProgramPath was renamed to Sys_SetDefaultCDPath in unix_shared.c
	    updated unix_main.c accordingly
	  - some prototypes in qgl.h are guarded by #ifndef GL_VERSION_1_2 (ARB extentions)
	    those prototypes are needed by linux_glimp for importing functions and casting, added a #ifdef __linux__
	    (not a clean solution)
	  - game/q_shared.h
	    little endian / big endian functions have been added
	    gcc generates warnings about functions being unused .. inlined them
	   - cgame/cg_marks.c
	     // TTimo
	     // gcc warning: might be used uninitialized
	     float sInc = 0.0;
             float s = 0.0;

2001-05-15  Timothee Besset <ttimo@idsoftware.com>
	* fixes to linux Makefile for bspc 2.1h
	* various updates to 1.28b on linux

2001-05-09  Timothee Besset <ttimo@idsoftware.com>

	* R. Duffy reverted game/bg_pmove.c PM_CheckDuck, was a merging screup on my side
	* updated setup to 1.27z, removed the .so from the setup distribution (they were in 1.27g because of issues)
	  FIXME: gotta get pk3's first

2001-05-04  Timothee Besset <ttimo@idsoftware.com>

	* fixes to gcc, building RC for 1.27s

2001-05-01  Timothee Besset <ttimo@idsoftware.com>

	* added qcommon/huffman.c to the Makefile
	* gcc -Wall:
	commenting out 
	  CL_Netchan_Encode CL_Netchan_Decode (cl_net_chan.c)
	  Netchan_ScramblePacket Netchan_UnScramblePacket (net_chan.c)
	  SV_Netchan_Encode SV_Netchan_Decode (sv_net_chan.c)

2001-04-26  Timothee Besset <ttimo@idsoftware.com>

	* fixed dedicated server crash when entering the VM_COMPILED qagame on a mod (some statics lacked initialization)

2001-04-25  Timothee Besset <ttimo@idsoftware.com>

	* added $(Q3POBJ) to clean target (cleanup of platform-dependent objects)
	* more make clean improvements

2001-04-23  Timothee Besset <ttimo@idsoftware.com>

	* cleanup the mod selection code, remove duplicates
	* some issues with release builds, my main developement box doesn't build stable binaries with release settings
	  removing -fomit-frame-pointer seems to fix (there's probably a performance hit)
	  see OMIT-FRAME-POINTER.txt

2001-04-13  Timothee Besset <ttimo@idsoftware.com>

	* checked in a first set of merged files

2001-04-06  Timothee Besset <ttimo@idsoftware.com>

	* merged back the core linux parts to make 1.27g linux build from the Source Safe tree again

2001-02-27  Bernd Kreimeier  <bk@lokigames.com>

	* CVS: tag with changes as of today
	  cvs tag id1-27j-loki01027

	* code/qcommon/msg.c: numFields loop (SOS).
	* code/qcommon/files.c: ue Q_stricmp (SOS uses stricmp, was strcmp).
	* code/game/q_shared.h (Q3_VERSION): 1.27j. Also
	MAX_STRING_TOKENS upped from 256 to 1024 (SOS).

	* code/server/sv_snapshot.c (SV_AddEntitiesVisibleFromPoint): see below.
	* code/game/g_public.h (SVF_NOTSINGLECLIENT): added (SOS).

	* code/server/sv_ccmds.c: see below.
	* code/game/g_main.c: g_gametype cvar now userinfo (SOS).

	* code/game/g_active.c (SendPendingPredictableEvents): new (SOS).
	* code/game/bg_misc.c: new SOS (sos010227)

	* SOS: new update sos010227.
	
2001-02-22  Bernd Kreimeier  <bk@lokigames.com>

	* CVS: now in sync with last SOS and cleanup up
 	  cvs tag id1-27i-loki01022
	
	* code/ui/ui_shared.c: below.
	* code/ui/ui_main.c: leftover code!
	* code/server/sv_world.c: below.
	* code/server/sv_snapshot.c: below.
	* code/server/sv_init.c: below.
	* code/server/sv_game.c: below.
	* code/server/sv_client.c: below.
	* code/server/sv_ccmds.c: below.
	* code/server/sv_bot.c: below.
	* code/server/server.h: below.
	* code/renderer/tr_surface.c: below. 
	* code/renderer/tr_shader.c: changed assert to early return.
	* code/renderer/tr_shade_calc.c: below.
	* code/renderer/tr_shade.c: below.
	* code/renderer/tr_scene.c: below.
	* code/renderer/tr_mesh.c: below.
	* code/renderer/tr_local.h: below.
	* code/qcommon/vm_x86.c: cleanup.
	* code/qcommon/vm.c: below.
	* code/qcommon/unzip.c: below.
	* code/qcommon/qcommon.h: below.
	* code/qcommon/files.c: below.
	* code/qcommon/cvar.c: cleanup.

2001-02-21  Bernd Kreimeier  <bk@lokigames.com>

	* code/qcommon/common.c: cleanup.
	* code/qcommon/cm_trace.c: cleanup.
	* code/qcommon/cm_patch.c: cleanup.
	* code/qcommon/cm_public.h: cleanup.
	* code/game/q_shared.h: cleanup.
	* code/game/q_shared.c: cleanup.
	* code/game/q_math.c: cleanup.
	* code/game/g_syscalls.asm: changed (once more) floor,ceil etc.
	* code/game/g_spawn.c: cleanup.
	* code/game/g_session.c: cleanup.
	* code/game/g_cmds.c: cleanup.
	* code/game/g_client.c: cleanup.
	* code/game/g_arenas.c: cleanup.
	* code/game/bg_slidemove.c: cleanup.
	* code/game/bg_pmove.c (PM_CheckDuck): old call to trace?
	* code/game/bg_misc.c: cleanup.
	* code/game/be_aas.h: dead code.
	* code/game/ai_dmq3.c: cleanup. One clear/copy switched?
	* code/game/ai_dmnet.c: more //*/. Why oh why not DEBUG....

	* code/client/snd_mix.c: below.
	* code/client/snd_dma.c: below.
	* code/client/keys.h: cleanup.
	TODO: #error in q3_ui/keycodes.h ?

	* code/client/client.h: cleanup.
	* code/client/cl_main.c: misplaced bracket. Cleanup.
	* code/client/cl_keys.c: below.
	* code/client/cl_cin.c: below.
	* code/client/cl_cgame.c: cleanup.
	TODO: define assert for Win32 or guard my assertions.

	* code/cgame/cg_syscalls.c: below.
	* code/cgame/cg_servercmds.c: below.
	* code/cgame/cg_players.c: cleanup.

	* code/cgame/cg_newdraw.c: remember to diff against cg_newDraw.c
	in SOS (mixed case).
	TODO: get id to use cg_newdraw.c, and to remove cg_newDraw.c/cpp.

	* code/cgame/cg_main.c: below.
	* code/cgame/cg_local.h: below.
	* code/cgame/cg_event.c: below.
	* code/cgame/cg_drawtools.c: below.
	* code/cgame/cg_draw.c: cleanup.
	* code/cgame/cg_consolecmds.c: dead code.
	* code/bspc/qbsp.h: below.
	* code/bspc/l_poly.c: below. 
	* code/bspc/l_math.c: cleanup.
	* code/bspc/bspc.c: cleanup.
	* code/bspc/be_aas_bspc.c: cleanup. 
	* code/bspc/aas_map.c: kept comments - merge loss at their end?
	* code/bspc/aas_file.c: cleanup. 

	* code/botlib/be_interface.c: this file is plain impossible. There
	are layers of code made dead with /* */ and the resurrected by
	//* or // /* or variations of this. I reverted to exact mirror
	image of SOS to be sure - short of removing it's too easy to mistake 
	live code for dead one.
	Later: have to change 5 occurences to avoid gcc complaints about
	nested comment tokens.
	TODO: somebody please get rid of the cruft in here.

	* code/botlib/be_ai_move.c: redundant typedef.
	* code/botlib/be_ai_chat.c: assertions on signed string index.
	Note: this is not in my ChangeLog - ouch.
	TODO: use  gcc -fsigned-char on all platsforms to enforce Win32
	TODO  behavior (PPC has a default unsigned char, Intel has not).
	* code/botlib/be_aas_sample.c (AAS_TraceClientBBox): one code block
	was placed in different location, and one FPE hack not used. I would
	expect that divide by zero will still occur here.

	* code/botlib/be_aas_reach.c: below. 
	* code/botlib/be_aas_cluster.c: cleanup. 
	* CVS: the last tag (below) marks the version with a lot of history
	and additional comments. I am now bringing the codebase in sync with
	SOS as of yesterday, cleaning out comments, dead code and other
	differences to minimize a diff - in a valiant if futile attempt to
	roll back changes into the id codebase.
	Note: I ignore the $SOS$ - these are unfortunate but will change
	in the same awkward way at their end.
	Note: I stick to #if 0 instead of C comments around dead code id
	kept (nested comments issue). The commentary is changed to sosYYMMDD
	and includes the token DEAD.

2001-02-20  Bernd Kreimeier  <bk@lokigames.com>

	* CVS: update, then tag current version as
	 cvs tag id1-27i-loki010219

	* SOS: patched up to sos010219.

	* code/qcommon/cm_trace.c (CM_Trace): fabs on sphere offsets (SOS).
	* code/game/bg_slidemove.c (PM_StepSlideMove): stepSize vs. STEPSIZE (SOS).
	* code/game/bg_pmove.c (PM_CheckDuck): fix in stand up check (SOS).
	* code/bspc/bspc.c (main): -capsule (SOS).
	* code/bspc/qbsp.h: below (SOS).
	* code/bspc/be_aas_bspc.c (capsule_collision): added (SOS).
	* code/bspc/aas_map.c (CapsuleOriginDistanceFromPlane): added and used (SOS).
	* code/bspc/aas_file.c (AAS_WriteAASFile): removed diagnostics recently
	added. No matter how long you wait, they'll always get you ;-).
	* code/botlib/be_aas_cluster.c: enabled LogWrites, different flood (SOS).

	* SOS: patching up to snapshot sos010219. 
	Note: For brevity, I use as marker sosYYMMDD now instead of bkYYMMDD, to 
	distinguish from changes not in SOS.

	*  CVS: tagged current version before patching up with SOS.
         cvs tag id1-27i-loki010216-bsd

2001-02-16  Bernd Kreimeier  <bk@lokigames.com>

	* code/server/sv_init.c: DLL_ONLY sets sv_pure to 0 and ROM.
	TODO: determine good sv_pure policy for DLL-only servers.

	* code/renderer/tr_shade_calc.c: my_ftol implementation (BSD).

	* code/unix/Makefile: FreeBSD sections.
	TODO: include target-specific Make-freebsd etc.,
	include a Make-local not in CVS for build preferences,
	and generally clean up this mess.
	* code/unix/unix_glw.h: guard #error
	* code/unix/linux_snd.c: soundcard.h location (BSD).
	* code/unix/linux_glimp.c: guard system headers.
	Later: added Joystick stubs.
	Note: linux_ etc. prefixes start to loose meaning as we
	re-use most of this on UNIXes anyway. I didn't use Raf's
	freebsd_joystick.c but instead put generic stubs here.
	TODO: introduce generic -DNO_JOYSTICK flag.
	* code/renderer/tr_local.h: my_ftol guard.
	* code/renderer/qgl.h: FreeBSD guards.
	* code/qcommon/vm_x86.c: sys/types include on FreeBSD.
	* code/qcommon/md4.c: Win32 pragma guard.
	* code/qcommon/common.c: Com_Memcpy/Memset external.
	* code/game/q_shared.h: added FreeBSD defines. 
	* code/game/q_math.c (BoxOnPlaneSide): FreeBSD conditional.
	TODO: check whether we have/need the assembly version anyway.
	* code/client/snd_mix.c: use C fallback on FreeBSD.
	Note: all of the above changes from the original port by Rafael Barrero.

	* CVS: tagged current version before merging FreeBSD related changes.
         cvs tag id1-27i-loki010215-ppc

2001-02-15  Bernd Kreimeier  <bk@lokigames.com>

	* code/unix/Makefile: BSD related changes.
	* code/cgame/cg_draw.c: hacked phone jack rendering check for Debug.
	TODO: finish Debug, fix CG_DrawDisconnect !!!

	* code/unix/vm_x86.c: error on compile attempts. Fight redundancy!
	* code/qcommon/vm_x86.c (VM_CallCompiled): dummy for linkage on PPC.
	Note: DLL_ONLY is the global Makefile option for DLL-only builts.
	Currently only executed on Linux.
	* code/unix/unix_main.c: *ppc postfix for DLLs. Ignored the changes
	to redundant code (have to remove the unused Un/LoadDll/API calls).
	* code/server/sv_game.c (VMA): changed macro (see below). PPC.
	* code/qcommon/vm.c (VM_DllSyscall): see lengthy commentary by Ryan.
	The existing VM code makes certain assumptions about the layout of
	varargs on the stack, which fall apart with call conventions that
	don't even put all parameters on the stack (gcc on PPC, register-rich).
	Using a dedicated memory area as our own stack. This should actually
	be the default behavior.
	Later: make vm_* cvars INIT/ROM for DLL_ONLY target.

	* code/qcommon/common.c: PPC change (from Ryan Gordon).

2001-02-07  Bernd Kreimeier  <bk@lokigames.com>

	* code/unix/unix_main.c: disabled FPE for debug for the time
	being (that is, until I can figure out
          Program received signal SIGFPE, Arithmetic exception.
          RB_BeginSurface (shader=0x449572e0, fogNum=0) at ..//renderer/tr_shade.c:307
          307 tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
        without any NaN's involved.
	TODO: unmask other FPE's selectively (see Mike's Tribes2, no getenv though).

2001-02-06  Bernd Kreimeier  <bk@lokigames.com>

	* SOS: up to date with todays snapshot.
	Note: got the date wrong, comment used was bk010205. Duh.

	* code/server/sv_snapshot.c (SV_UpdateServerCommandsToClient): below. 
	* code/server/sv_main.c (SV_ReplacePendingServerCommands): new (SOS).
	* code/server/server.h: reliableSent (SOS).

	* code/renderer/tr_shade.c (ProjectDlightTexture): see below.
	* code/renderer/tr_scene.c: see below.
	* code/renderer/tr_public.h: see below (SOS).
	* code/renderer/tr_local.h: additive light support (SOS).

	* code/qcommon/cm_trace.c (CM_Trace): new tw.sphere.use branch (SOS).

	* code/game/g_spawn.c: notta, notq3a entities (SOS).
	* code/game/ai_dmq3.c: MAX_ACTIVATEAREAS search (SOS).
	
	* code/client/cl_cgame.c: see below.
	* code/cgame/cg_syscalls.c (trap_R_AddAdditiveLightToScene): below.
	* code/cgame/cg_syscalls.asm: see below (trap_R_AddAdditiveLightToScene).
	* code/cgame/cg_public.h: CG_R_ADDADDITIVELIGHTTOSCENE (SOS).
	
	* code/bspc/l_math.c: new VectorLengthSquared, removed rotate/matrix (SOS).
	* code/bspc/bspc.c (BSPC_VERSION): was 2.1e, now?
	* code/bspc/be_aas_bspc.c (BotImport_Trace): CM_BoxTrace sig. (SOS).
	* code/bspc/aas_file.c (AAS_WriteAASFile): SOS.
	* code/botlib/be_aas_sample.c (AAS_DeAllocAASLink): SOS.

	* code/unix/unix_main.c (Sys_LoadDll): do not load from installdir
	in NDEBUG (confusing relic from old Makefile). Postfix -debug.so
	for debug binaries to let both builds coexist.

	* code/unix/Makefile: updated install targets and VERSION.

	* Win32: build from SOS snapshot.
	Note: Unix CR/LF in *.dsw/*.dsp fucks up MSVC++.

2001-02-02  Bernd Kreimeier  <bk@lokigames.com>

	* SOS: all changes up to today.

	* code/server/sv_init.c (SV_TouchCGame): added. Also memset
	on reallocated client data (SOS).
	* code/qcommon/qcommon.h: see below.
	* code/qcommon/cvar.c (Cvar_SetLatched): new (SOS).
	* code/qcommon/cm_trace.c: more sphere test fixes (SOS).
	Note: SOS encryption key expired and updated by MrElusive.

	* code/qcommon/cm_patch.c (CM_TraceThroughPatchCollide): 
	fix from MrElusive, fall through curved corner floors (q3dm17).
	Later: also in SOS (so is shadow FPE fix).

	* Win32: can't get an unadulterated SOS snapshot to build.
	First, fix CR/LF back again (Linux client converts all).
	 find . -name '*.ds*' -print
	 alias dos2unix='recode ibmpc..lat1' 
	 alias unix2dos='recode lat1..ibmpc'
        Next, find a *.dws that works? Nope, no cigar.
	
2001-02-01  Bernd Kreimeier  <bk@lokigames.com>

	* Win32: have to update dsp/dsw/etc. files in CVS, too.

	* CVS: tag previous version before update
         cvs tag id1-27h-loki010131-beta3

	* code/game/q_math.c (Q_rsqrt): guard, #ifndef __linux__ 
	for assert (for Win32 build).
	TODO: assert replacement for Win32?
	* code/q3_ui/ui_qmenu.c: see below.
	* code/q3_ui/ui_players.c: see below.
	* code/q3_ui/ui_controls2.c: float const with f postfix
	Note: Win32 C4305 warning. Somebody at id has been doing
	a lot of these recently as well...

	* code/cgame/cg_players.c (CG_PlayerShadow): applied fix by 
	MrElusive, removed FPE hack (player shadows on zero mormals).
	Prolly in this evenings' CVS.

	* code/server/sv_game.c: new signatures (capsule again).
	* code/server/server.h: new signatures (SV_Trace,ClipToEntity).
	* code/server/sv_bot.c: new signatures (above).
	* code/qcommon/cm_trace.c: a truckload of changes. Math
	code added before moved upwards. Capsule traces added all
	over the place, old box traces moved in conditional
	branches, functions renamed and wrapped. Eliminated some
	of the previous' versions deadcode to keep diffs smaller.
	TODO: once a point release is out and reasonably bug
	TODO  free, remove // bkYYMMDD annotations where SOS related.

	* code/qcommon/cm_public.h: new signatures in prototypes.
	* code/qcommon/cm_patch.c: dead code re-enabled, new
	sections (conditional branches for spheres) added to 
	several trace functions.
	* code/qcommon/cm_local.h (CAPSULE_MODEL_HANDLE): added.
	* code/qcommon/cm_load.c (CM_TempBoxModel): capsules.

	* code/game/q_shared.h (Q3_VERSION): 1.27i now (new QVM traps).

	* code/game/g_syscalls.asm: see below.
	* code/game/g_public.h (SVF_CAPSULE): added (SOS). Also
	G_ entry poiints for capsule traces.

	* code/client/cl_cgame.c: see below.
	* code/cgame/cg_syscalls.c: see below.
	* code/cgame/cg_syscalls.asm: see below.
	* code/cgame/cg_public.h: new capsule trace code (SOS).

2001-01-31  Bernd Kreimeier  <bk@lokigames.com>

	* Win32: test compile (WinCVS, MSVC++). Have to guard isnan.
	Note: too much shit going on....

2001-01-30  Bernd Kreimeier  <bk@lokigames.com>

	* CVS: update for patching up (pre-1.27i).

	* SOS: new changes (new collision detection primitives).
	Now Version 1.27i. 
	TODO: start testing using DLL's (QVM code is out of sync).

2001-01-25  Bernd Kreimeier  <bk@lokigames.com>

	* SOS: caught up till today (below).
	* code/qcommon/cm_trace.c: new functions added: RotatePoint,	
	TransposeMatrix, CreateRotationMatrix (SOS).
	(CM_TransformedBoxTrace): new rotation code used here.

	* code/q3_ui/ui_demo2.c: sizeof(extension). SOS.
	* code/game/g_cmds.c (G_SayTo): CON_CONNECTED.
	* code/game/ai_main.c: HOOK added (SOS).
	* code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump): 
	correct fix for FPE occuring (SOS).
	* code/game/ai_dmq3.c: initmove.viewoffset (SOS).

	* code/game/q_math.c: guard asser/isnan with Q3_VM (q3asm).
	TODO: define Com_Error based assert macro? NDEBUG?

2001-01-24  Bernd Kreimeier  <bk@lokigames.com>

	* code/server/sv_ccmds.c (SV_MapRestart_f): some debug.
	TODO: map_restart 0 disconnects external client in 1.27h?

	* code/renderer/tr_image.c (LoadTGA): added some commentary 
	and dead code based on fixes from GtkRadiant (Leonardo found
	flipped TGA's).

2001-01-23  Bernd Kreimeier  <bk@lokigames.com>

	* BETA3: finished testing, ready to upload to id FTP.
	Later: neither the FreeBSD beta not the Linux Beta3
	uloaded. Beta2 not yet released, and clients get
	disconnected with Beta2 and Beta3 on SV_MapRestart_f.

2001-01-22  Bernd Kreimeier  <bk@lokigames.com>

	* code/client/cl_main.c (CL_InitDownloads): undid yesterday (SOS).
	* code/botlib/be_aas_sample.c (AAS_DeAllocAASLink): guard print (SOS).
	* code/server/sv_client.c (SV_DirectConnect): VM_Call disconnect (SOS).
	* code/qcommon/files.c (FS_ListFilteredFiles): trailing slashes (SOS).
	* code/game/g_cmds.c (SetTeam): print change (SOS).
	Note: the above plus VectorClear(v1) (below) are todays SOS changes.

	* code/cgame/cg_players.c (CG_PlayerShadow): ignore bogus 
	(all zero) planes. This caused FPE in ProjectPointOnPlane.
	TODO: why does trace return zero normal planes?
	Note: gdb seems totally at loss with vec3_t arrays....

	* code/botlib/be_aas_sample.c (AAS_TraceAreas): FPE.
	NaN in uninitialized v1 that wasn't supposed to be referred 
	to in this branch. 

	* code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump): 
	FPE divide by zero (zero zvel, zero t) for jump estimates.

	* code/client/cl_main.c (CL_Frame):1856. uivm==NULL on
	client after server crashed.
	TODO: check that uivm always non-NULL for client.
	TODO: do setenv(FX_NO_SIGNALS) to avoid exit errors...

	* code/unix/linux_glimp.c (GLW_SetMode): added "Indirect"
	Mesa token to software rendering detection. Reworded error
	output and added drivername.
	TODO: measure framerate instead?

2001-01-21  Bernd Kreimeier  <bk@lokigames.com>

	* SOS: caught up with changes up until today. 

	* code/server/sv_init.c (SV_SetConfigstring): gentity != NULL 

	* code/server/sv_client.c: connect to "{all bots" server.
	* code/renderer/tr_init.c: JPEG extension on  screenshots
	* code/qcommon/files.c: modes based on mods, fs_basegame

	* code/q3_ui/ui_demo2.c: dm3 extension (demo names, protocol).

	* code/game/g_client.c: savedEvents[] removed.
	* code/game/bg_misc.c: event sequence fixes.
	* code/client/snd_dma.c (S_StopBackgroundTrack): different use.	
	* code/client/cl_main.c: demo file handling changed (names).
	Also CL_InitDownloads: always next download.

	* code/cgame/cg_servercmds.c: cg_thirdPerson.
	* code/cgame/cg_weapons.c: see below.
	Also CG_ShotgunPattern: different call (seed parameter).

	* code/cgame/cg_main.c: see below.
	* code/cgame/cg_local.h: new cg_noProjectileTrail Cvar.
	* code/cgame/cg_effects.c (CG_BubbleTrail): early out (above).

	* code/bspc/l_poly.c (BOGUS_RANGE): increased.
	* code/bspc/bspc.c: applied patch up to "2.1e"

2001-01-18  Bernd Kreimeier  <bk@lokigames.com>

	* code/ui/ui_main.c: below.
	* code/q3_ui/ui_main.c: UI_HASUNIQUECDKEY comment.
	Note: mods have to return qfalse. See Bug #2890 in Fenris.

2001-01-17  Bernd Kreimeier  <bk@lokigames.com>
	
	* BETA2: finished testing, uploaded to id's FTP for release.
	
2001-01-16  Bernd Kreimeier  <bk@lokigames.com>

	* CVS: checking in preparation for Beta2.
         cvs tag id1-27h-loki010116-beta2

	* SOS: new bspc "2.1e". No change on 1.27h.

	* TEST: patch-up seems to work fine. No new files have been added
	to the linkage (i.e. the ft2/ files now added), so we might not be
	feature complete.

	* code/game/g_active.c (ClientThink_real): id MISSIONPACK
	conditional in addition to the ones I added earlier.
	* code/qcommon/files.c: REJECT. Linux hack for userdir threw it off.
	* code/qcommon/unzip.c: REJECT. CRC-32 section removed.
	Later: unused tempB

	* code/q3_ui/ui_syscalls.asm: REJECT. Start/StopBackgroundTrack.
	* code/ui/ui_syscalls.asm: REJECT. syscalls ids from 1.27h 
	as of SOS (floor/ceil - will this ever get straightened out)
	* code/win32/win_input.c: REJECT. g_pMouse edit.
	* ui/menus.txt: REJECT. Replaced with 1.27h version.
        Note: some more due to $SOS$.
	
	* ui/: new scripts.
	cinematicmenu.menu, demo_quit.menu, ingame.txt, serverinfo_old.menu
        vid_restart.menu

	* code/ft2/ttconfig.h: below.
	* code/ft2/sfconfig.h: below.
	* code/ft2/pstables.h: below.
	* code/ft2/psnames.c: below.
	* code/ft2/psdriver.h/c: below. 
	* code/ft2/keys.h: below. 
	* code/ft2/ftbbox.c: new in 1.27h
	
	* code/cgame/cg_newdraw.c: beware: cg_newDraw.c gets lost in diff easily.

	* code/cgame/cg_rankings.c: file removed from SOS.
	
2001-01-15  Bernd Kreimeier  <bk@lokigames.com>

	* Patch-up: patching up from RC4 to 1.27h current.
	No changes since 010112 snapshot.
	ln -s sos010112/ work
 	diff -urbB sos001204-rc4/ work > work.diff
 	ln -s cvs-1.27g/ work
 	patch -p0 < work.diff  > work.patch
 	find cvs1.27g/ -name '*.rej' -print

	* SOS: adding the remaining SOS snapshots to CVS.
         cvs import Quake3_sos sos001211 pr1-27g-win32-001211
	Note: at this point id warned about repository corruption.
	Watch out for the syscall stuff in particular.
	 cvs import Quake3_sos sos010104 pr1-27g-win32-010104
	 cvs import Quake3_sos sos010108 pr1-27h-win32-010108
         cvs import Quake3_sos sos010110 pr1-27h-win32-010110
	 cvs import Quake3_sos sos010112 pr1-27h-win32-010112
	Note: the first 1.27h might be the public (server only) 
	beta released, the second one was post release. Beware
	of source files added and removed (botlib headers, FT2).
	Note: why so late? Don't ask...

2001-01-08  Bernd Kreimeier  <bk@lokigames.com>

	* SOS: id's working up to 1.27h (server side fix for
	Guard exploit seems to force earlier release). Updating
	CVS (most of the changes are debug code put in and
	then disabled, plus some fixes as below). Next patching
	up to current SOS.

2001-01-07  Bernd Kreimeier  <bk@lokigames.com>

	* Makefile: need to rework this for multiple platforms.
	We also need null/null_vm.c for platforms where we don't
	have JIT (assembly emit).

2001-01-04  Bernd Kreimeier  <bk@lokigames.com>

	* code/q3_ui/ui_connect.c (UI_DisplayDownloadInfo): time
	information for current (vs. start of download) is wrong,
	thus negative 1 "estimated time", as well as transfer
	rate just negative downloadSize. Not fixed.
	
	* code/unix/unix_main.c (Sys_ParseArgs): added.
	Note: for support/us, to identify builts. This is only
	a skeleton right now - if I ever feel the need to support
	more than "-v" and "--version" I'll have to flesh this out.

	* code/unix/linux_glimp.c (signal_handler): see below.
	* code/unix/unix_main.c (Sys_Exit): added an abstraction
	layer for exit/_exit/assert/raise issues.
	Note: need both a better debug/backtrace handling, and
	have to find a way to determine why/where the alleged
	startup/exit errors happen...

2001-01-03  Bernd Kreimeier  <bk@lokigames.com>

	* code/game/g_mem.c (G_Alloc): ERR_DROP initiated by
	addbot commands for large sv_maxclients, allegedly
	caused segfaults in 1.17. Not reproducible.
	TODO: recover more gracefully from failure to add bot?

	* code/renderer/tr_light.c (R_LightForPoint): Tim Angus
	reports a crashbug with nolight maps. Also assertion in
	R_SetupEntityLightingGrid, might want conditional there.
	DONE: fixed crash on LightForPoint for nolight maps.

	* code/qcommon/qcommon.h: NUM_SERVER_PORTS. A feature 
	request to increase this, or make it more flexible
	otherwise (Fenris).
	TODO: id decision on more flexible NUM_SERVER_PORTS.

2001-01-02  Bernd Kreimeier  <bk@lokigames.com>

	* code/unix/snapvector.nasm: fixed FPU bit (the current
	one had reserved bits off, behavior should not change).
	* code/qcommon/vm_x86.c: fixed symbols (below).
	* code/unix/ftol.nasm: FPU bits weren't correct (duh).
	DONE: shoot-though floor (q3dm5)
	DONE: cursor-in-rect off  (TA/Player model selection)
	Note: in gdb, "disassemble <funcname>" is your friend.

	* code/cgame/cg_public.h:  CG_MEMSET is set to 100. In
	cg_syscalls.asm it's 101. If I change it I get Bad trap 100
	from the cgame VM code, so the 1.27g "official" VM code
	uses it.

	* code/unix/linux_common.c: have to fall back to C, the
	current assembly is buggy...
	* code/unix/Makefile (linux_common.o): added.
	Later: also for dedicated. Less portable this way.
	TODO: C_ONLY for dedicated on non-i386 only?

	* code/qcommon/common.c: do not use memcpy/memset under Linux.
	* code/unix/linux_common.c: added Andrew's assembly port.
	TODO: C_ONLY for Com_Memset/Memcpy? Conditionals are fubared.

	* code/qcommon/vm.c (VM_Init): use Win32 defaults (do not
	use DLL's by default). This exposes DLL rounding errors
	(damage through floors), and we don't want DLL's used by
	default anyway.
	TODO: why vm_ui default of 1?

	* code/botlib/l_precomp.c (SourceWarning): removed assert.

	* code/game/bg_lib.c (acos): defined, but we don't actually
	use it except where the cg_syscalls.asm trap is used.

	* code/game/g_public.h: missing lots of trap tokens.
	* code/game/g_syscalls.c: missing lots of traps.
	* code/game/g_syscalls.asm: more inconsistent hooks, were:
	 equ floor					-111
         equ ceil					-112
	 equ testPrintInt			        -113
         equ testPrintFloat			        -114
	now changed to match cg_syscalls.
	Note: fixed this in UI earlier, how did this slip through 
	the diffs against SOS?
	
	* code/game/g_syscalls.c: no acos hook.
	* code/cgame/cg_syscalls.c: no acos hook.
	* code/cgame/cg_syscalls.asm: has acos hook as -112
	Note: report from Tim Angus. The acos function is in bg_lib.c
	which is linked only into ui (not q3_ui). That means we are
	using libc acos right now?
	Note: QVM traps are negative?

	* BSD/Irix: tagged current CVS (not all of the below) as
	 cvs tag id1-27g-loki010102-bsd1
	for BSD work (Rafael Barrero). Also be used for Irix update.

2001-01-01  Bernd Kreimeier  <bk@lokigames.com>

	* SOS: adding the remaining SOS snapshots to CVS.
         cvs import Quake3_sos sos001201-rc3 pr1-27f-win32-001201-rc3
         cvs import Quake3_sos sos001202 pr1-27f-win32-001202
         cvs import Quake3_sos sos001204 pr1-27g-win32-001204-rc4
	This is the codebase to which the Linux branch has been patched
	up. I can't verify whether this is identical to the RC4 codebase
	as the tag doesn't work (but can check against the ZIP file..)
	 cvs import Quake3_sos sos001211 pr1-27g-win32-001211
	The above snapshot contains a (post-release?) fix to ui_syscalls
	in ui/ and q3_ui/. This change has been used in Linux (Beta1 and
	above). At this point, id discouraged further use of SOS due to
	repository corruption on their end. No further snapshots were
	taken since.

	* Fenris: since the release of the Beta1 bugs have been
	maintained at http://fenris.lokigames.com/. I am going to
	list issues here as they get fixed.
	
2000-12-21  Bernd Kreimeier  <bk@lokigames.com>

	* code/renderer/tr_font.c: graceful silence with old mods?
	* code/botlib/l_precomp.c (SourceWarning): graceful exit if old mod?

2000-12-20  Bernd Kreimeier  <bk@lokigames.com>
	
	* code/server/sv_ccmds.c (SV_MapRestart_f): see below.
	* code/qcommon/vm.c: currentVM is 0x0 in VM_ArgPtr.
	In VM_Call, oldVM was NULL - made conditional the
	reset of currentVM to oldVM.

2000-12-18  Bernd Kreimeier  <bk@lokigames.com>

	* BETA1: closed Linux beta release. Stripped debug
	and release binaries, DLL's, and pak4.pk3. CVS checkin,
	will be tagged as 
            cvs tag id1-27g-loki001218-beta1
	Later: id added a pak5.pk3 to the Win32 point release,
	added this to the BETA1 best.

	* code/qcommon/vm_x86.c: C37F.
	* code/unix/snapvector.nasm: C37F.
	Note: short of any real evidence, I gamble and use max. 
	precision (as well as default Linux precision, but NOT 
	Win32 precision). It seems that precision change is not 
	really an issue (despite Graeme's claim that the cursor
	in the menu was/is off). I also pick the roundiung behavior
	that is seemingly used by ANSI and gcc (but possibly not
	Win32 _ftol depending on build).

2000-12-15  Bernd Kreimeier  <bk@lokigames.com>

	* code/unix/Makefile: added snapvector.o
	* code/unix/unix_shared.c: #if 0'ed the old snapvector code.
	* code/unix/snapvector.nasm (Sys_SnapVectorCW): two new
	assembly functions from AndrewH that explicitely set the 
	FPU control word to convert vec3_t, to ensure cross-platform 
	behavior for both DLL and QVM.

	* code/unix/ftol.nasm (Q_ftolC37F): for globals. 

	* code/unix/unix_main.c: took out global FPU manipulation.
	For clarity this should be VM only.
	* code/qcommon/vm_x86.c: added prototypes for the ftol
	library. To select a specific behavior for the entire VM,
	set ftolPtr accordingly.
	Later: the GCC ftol function of course affect the stack
	(there is no "declspec naked"). The problem seems to be 
	that the VM never handles the stack in a way compatible 
	to regular gcc C functions. For some odd reason _ftol seems 
	to do the right thing under Win32. All 4 control words 
	implemented at the moment work just fine with the menus.

	* code/unix/ftol.nasm: added a small library of "safe" qftol
	variations that explicitely set the control word to the
	relevant (4) possibilities.

2000-12-13  Bernd Kreimeier  <bk@lokigames.com>

	* code/qcommon/vm_x86.c: an entire day spent trying to nail
	the ftol issues. It breaks down like this: id used to use
	an unsafe (no setting FPU control word) fistp. That seemingly
	caused subtle physics bugs which nobody cared about in 1.17.
	They then changed the UI code, and ran into the UI bugs:
	menu entries shifted to the right, fonts vanishing. Then
	they switched to using _ftol. Then they had to reproduce 
	the old behavior for the physics code due to public outrage.
	My original port used a simple (long)float cast, which gcc
	seemingly compiles to code that does OR 0C00 on whatever
	current control word (precision unchanged). This breaks the
	menus. If I use the unprotected fistp instead, which should
	(Linux 037F default) use "nearest/even", then my menus are
	correct. That would mean Win32 _ftol in id's compile does
	the same, only that would require /qifist or some equivalent
	compile flag, which I can't find. Two disassemblies of _ftol
	I got from others showed OR 0C00 as part of the default (ANSI)
	behavior.

2000-12-13  Bernd Kreimeier  <bk@lokigames.com>

	* code/game/bg_pmove.c (PmoveSingle): trap_SnapVector.
	The one true and single call to snap velocity.
	Note: bspc/map.c:void SnapVector(vec3_t normal)
        qcommon/cm_patch.c:void CM_SnapVector(vec3_t normal)
	game/q_shared.h: #define SnapVector(v) {v[0]=((int)(v[0]));...

	* code/client/cl_cgame.c: CG_SNAPVECTOR. 
	* code/server/sv_game.c:  G_SNAPVECTOR.
	Note: these go through trap_SnapVector in syscalls.

	* code/unix/unix_shared.c (Sys_SnapVector): sticking to
	old Linux version for now...
	* code/win32/win_shared.c (Sys_SnapVector): changed.
	Note: Graeme points out this was changed to fix ftol
	artifacts?
	TODO: calculate errors for various ftol variants...

	* code/qcommon/vm_x86.c: both the old fistp code (1.17)
	and the new qftol function apparatently work. Using the
	ftol.nasm code for now.

	* code/unix/Makefile: DO_NASM and ftol.o. 

	* code/unix/ftol.nasm (qftol): created from Mike's SoF
	replacements, with Andrew's help to satify the VM
	stack/call requirements.
	TODO: use Q_ftol herein to replace myftol elsewhere.

	* code/unix/unix_main.c (Sys_ConfigureFPU): SIGFPE. 
	TODO: divide by zero in botlib. Disable this for now.
	Note: we can't introduce calculation differences between
	versions, so fixing these will have to wait.

	* code/qcommon/vm_x86.c: two new lines in Win32 branch 
	missing from Linux assembly in AsmCall:
	 mov eax, dword ptr [edi] 
	 and eax, [callMask]      
        Added, doesn't seem to affect UI etc. bugs.
	Later: no FTOL_PTR, use fistp non-IEEE assembly as in old
	version. This seems to work for Q3 and TA, while qftol 
	(simple cast) does not - for Win32 Graeme says the reverse 
	is true.

	* code/qcommon/vm_x86_old.c: used the old cvs-1.17 version.
	Two fixes (Hunk_Alloc, Com_Memcpy), and it works:
	  +set vm_game 2 +set vm_ui 2 +set vm_cgame 2 
        UI, cgame and game w/o apparent problems.

2000-12-12  Bernd Kreimeier  <bk@lokigames.com>

	* code/unix/Makefile: cleanup of redundant flags.
	Removed bogus MALLOC_CHECK (note to self: export MALLOC_CHECK_=2).  
	Also DO_SHLIB_CC on all UI DLL's.
	Added and removed DEBUG_VM flag.
	TODO: figure out whether Zoid did UI this way intentionally.
	Note: this seemingly fixed the botimport problem, although
	most of the changes were just redundant CFLAGS removed. Given
	our wanker toolchain, should have been more paranoid. All
	DLL's can now be used w/o apparent problems.

	* code/server/sv_main.c: gvm init.
	* code/server/sv_game.c: gvm assertions.
	* code/unix/unix_main.c (Sys_LoadDll): print vmMain
	Note: top no avail. There is some odd ld/gdb problem here
	that prevents examining globals and obfuscates part of
	the stack between VM_Call and lower level code, through
	G_InitGame. This is not just DLL's being loaded and unloaded.
	Wromg flags during build? The vmCvar for "bot_developer"
	ends up overlapping global botimport in memory, which
	thus zero-fills part of the function pointer table.

	* code/server/sv_bot.c (SV_BotInitBotLib): this (by way of
	GetBotLibAPI) is responsible for setting botimport, which,
	if using the game DLL, is not properly set up. Called in
	SV_Init().

	* code/game/q_shared.c: Q_strncpyz does zero padding (duh).
	Note: calls strncpy, which does a zero fill up to destsize.
	If destsize exceeds memory size, zero padding will overwrite
	adjacent memory. Suspicion was this happend to botimport.

	* code/qcommon/cvar.c: possible problem in Q_strncpyz call.

	* code/botlib/be_ai_weap.c (weaponinfo_fields): made this static.
	Note: it seems that the "number" string got replaced by
	 p def.fields[0]
         {name = 0x40000000 "\177ELF\001\001\001", offset = 2, type = 50, ..
        Memory corruption?

	* code/game/inv.h (WEAPONINDEX_GAUNTLET): defined here. 
	* botfiles/weapons.c (Gauntlet): the baseq3/qagamei386.so parser
	breaks here:
	 number				WEAPONINDEX_GAUNTLET
	* code/botlib/l_precomp.c (SourceWarning): added assertion to
	trap botlib parsing problem..

	* RC1: for beta test. Using my own vm/ui.qvm files in this case.
	TODO: Setup with nouninstall.
	TODO: fix game DLL/ botlib setup problem (so all DLL's work)
	TODO: SIGFPE
	TODO: profile?
	
	* code/unix/Makefile (ai_vcmd.o): added to game DLL linkage. 
	How the fuck did this happen?
	DONE: "qagamei386.so: undefined symbol: BotVoiceChat_Defend"

	* TEST:  +set vm_ui 2 (vm_x86, not interpreter). Breaks!
	Further: qagame had undefined, but seemingly gets reloaded 
	second try (I hate the Linux linker).
	* TODO: never reload fail DLL, abort engine


2000-12-11  Bernd Kreimeier  <bk@lokigames.com>

	* TEST: recompile QVM/DLL and executable to test new UI code.
	The UI QVMs from the paks still do not work.

	* SOS: changes in UI code!
	* code/q3_ui/ui_public.h: this file is deprecated
	Note: e.g. it does not contain the background track calls.
	* code/ui/ui_public.h: the uiImport_t enum here determines
	the values.
	* code/ui/ui_syscalls.asm: same as q3_ui now, were:
         equ floor					-111
	 equ ceil					-112
	* code/q3_ui/ui_syscalls.asm: these are now switched, were:
	 equ trap_S_StartBackgroundTrack			-63
         equ trap_S_StopBackgroundTrack				-64
	The new values match the ui/ equivalent. Also, floor (-108) 
	and ceil (-109) are different in ui/.
	
	* CVS: going to check in this snapshot and tag it as
	    cvs tag id1-27g-loki001209-rc4
	Presumed equivalent to SOS tag "1.27g RC4" (master). As I can't
	obtain the tagged code using SOS (neither Win32 nor Linux client)
	I can only guess.

	* TEST: use my own VM code, ion baseq3/vm/*.qvm and missionpack/vm/.
	This works - in other words, the menu bug seems in the UI code, and
	is fixed in my codebase.

	* TEST: make release. 
	Note: I can postpone DLL specific problems. Bad performance is not
	as important as outright bugs. Thus the UI QVM issue is the only
	one that stops me from creating an RC.
	TODO: Q3 UI QVM code from pak file does not work (neither does TA).
	TODO: sound with video playback still awful. Threaded sound, I guess.
	TODO: ERROR: couldn't open demos/DEMO002.dm3.dm_48 (same demo001.dm3.dm_48)
	
	TODO: do not show Q3 demos in TA menu?
	TODO: new demos for Q3? Or at least error message?
	
	* code/game/bg_lib.c: itrinsics excluded by Q3_VM (another -O
	compile). Uninitialized variable.
	* code/unix/Makefile: -O for uninit on patched code. Also shortcuts. 
	TODO: DC_ONLY seems an obsolete flag, used in Makefiles, not source.

	* TEST: +set sv_pure 0 +set vm_game 1 +set vm_cgame 1 +set vm_ui 0
	Turns out that the pak0.pk3 UI QVM code is seemingly broken in TA
	and Q3, but my UI DLL is not. In reverse, the QVM game/cgame for
	Q3 seems to work quite well (including bots). The TA game/cgame
	also works, including botlib init.
	TODO: BotLib Init using game DLL gives: 
	TODO:  Error: file weapons.c, line 38: unknown structure field number
        TODO:  Fatal: couldn't load the weapon config
        TODO:  Error: BotLoadMap: bot library used before being setup
	
	* TEST: checked the rc4winstlr.zip CD tree against
	my test install. baseq3/pak4.pl3 and missionpack/pak0.pk3
	are identical, but I finally recognized that there was
	a missionpack/pak1.pk3 not in the final install - left over 
	from an earlier update from id. Doesn't seem to affect the
	DLL based runs at all.
	Note: I still do not have the final CD snapshot Robert
	promised me mid last week, they haven't even fixed the
	FTP account they took down. Communication with id is as
	abyssmal as ever. 

2000-12-08  Bernd Kreimeier  <bk@lokigames.com>

	* TEST: running with RC4 data files.
	TODO: "bot library used before setup" (Q3+TA)
	TODO: Q3 old mods wreak havoc (graceful bounce)
	TODO: supress "FreeType code not available" in renderer
	TODO: can't move in Q3
	TODO: items flicker in Q3
	TODO: no decals in Q3
	TODO: VM UI code still broken (Q3+TA)
	TODO: sound code is awful
	TODO: video playback inferior to earlier builds

	* code/q3_ui/ui_local.h: prototype trap_VerifyCDKey(..)
	* code/game/g_active.c ( StuckInOtherClient): TA only.
	* code/cgame/cg_draw.c: 4x unbalanced `#endif' - from patch?
	* code/null/null_client.c (CL_CDKeyValidate): dummy added.
	* code/qcommon/common.c: Q_acos missing, changed conditionals
	
	* code/qcommon/vm_x86.c: unreacheable _asm instruction that
	gcc doesn't quite like... #if 0'ed for now
 	TODO: understand _asm { mov eax,[ebx] }, fix it for gcc

	* TEST: compile...

	* code/ui/ui_main.c: full REJECT. Manual merge.
	Note: preserved debug_protocol lines, who knows what it's good for.

	* code/qcommon/files.c: REJECT. SafeMode, demo server FS_Restart.

	* code/client/snd_mem.c: REJECT: $SOS$.
	* code/client/snd_dma.c: REJECT: $SOS$.
	* code/client/cl_cin.c: REJECT. com_timescale, $SOS$.

	* code/cgame/cg_draw.c: REJECT. Lots, but virtually all either
	float postfix (on some, not all places), or #ifndef MISSIONPACK
	that I had already put in during -Werror (conditional unused).

	* code/cgame/cg_consolecmds.c: REJECT. id commented unused code
	that I had #if 0'ed earlier.

	* code/game/: three REJECT for $SOS$.
	* code/botlib/: lots REJECT for $SOS$.

	* Patch: patching up from demo source.
	ln -s sos001204-rc4 work
 	diff -urbB sos001122-demo/ work > work.diff
 	ln -s cvs-1.27b/ work
 	patch -p0 < work.diff  > work.patch
 	find cvs1.27b/ -name '*.rej' -print

	* CVS: going to check in this snapshot and tag it as
	    cvs tag id1-27b-loki001208-demo
	Then patching up to RC4, as of sos001204-rc4 (no changes since,
	should be equivalent to SOS tag "1.27g RC4" (raduffy), i.e. master.

	* TEST: installed demota/ from Win32 distribution. Binary
	fails claiming "Corrupted pak0.pk3". Abandoned.
	Note: a Linux demo for Q3TA has no priority. Most important is
	the Q3A point release in time for Q3TA hitting shelves, followed
	by testing for Q3TA. The source is in CVS and tagged (see above)
	in case a demo matching the released files has to be provided
	later.
	

2000-12-07  Bernd Kreimeier  <bk@lokigames.com>

	* TEST: compile and link - succeeds.

	* code/ui/ui_main.c: UI_StopServerRefresh now uaws. 
	New unused variables.
	
	* code/unix/unix_main.c: added  Sys_LowPhysicalMemory() stub.
	TODO: write Linux equivalent to GlobalMemoryStatus.

	* code/qcommon/common.c: Com_Memset/Com_Memcpy. Neither assembly 
	nor C versions included if not on Win32 i386. 
	TODO: using/porting assembly?

	* code/qcommon/files.c: unused variable.
	TODO: fs_scrambledProductId unused if 0 for now.
	Note: -DFS_MISSING for id's pak cleanup, not used.

	* TEST: compile and link - fails.

	* code/macosx/Client/Makefile.postamble: empty ORIG.
	* code/macosx/Client/Makefile.preamble: ORIG. $(BOTLIB_OBJS) added.

	* code/server/sv_client.c: ORIG. Com_Memset.
	* code/renderer/tr_shader.c: ORIG. Com_Memset, CIN_Shader.
	* code/qcommon/vm_x86.c:  ORIG. Com_Memcpy. 
	* code/qcommon/unzip.c: REJECT. Com_Memcpy, $SOS$. 
	* code/qcommon/qcommon.h: ORIG. PROTOCOL 47, plus Sys_LowPhysicalMemory.
	* code/qcommon/md4.c: Com_Memset,Com_Memcpy (ORIG).
	* code/qcommon/files.c (Sys_ConcatenateFileList): REJECT.
	Our additons threw it off, plus $SOS$. 
	* code/qcommon/common.c: they fixed same unused variables (REJECT).

	* code/ui/ui_shared.c: additions (ORIG).
	* code/ui/ui_gameinfo.c: COM_Compress added (ORIG).
	* code/ui/ui_atoms.c: print statements removed (ORIG).
	* code/ui/ui_main.c (UI_DoServerRefresh): REJECT on comment edit... 

	* code/game/g_cmds.c (Cmd_VoiceTaunt_f): logic changed heavily. ORIG.
	* code/game/q_shared.h: Q3_VERSION "Q3 Team Arena Demo 1.27b"
	plus Com_Memset, Com_Memcpy, CIN_shader, COM_Compress.
	* code/game/g_main.c: Cvar change only
	* code/game/ai_dmq3.c: $SOS$.

	* code/client/snd_mix.c: Com_Memset
	* code/client/client.h: additions (ORIG).
	* code/client/snd_mem.c: see below.
	* code/client/snd_dma.c: $SOS$ (CVS keyword).

	* code/client/cl_cin.c: they removed unused (REJECT).
	* code/cgame/cg_servercmds.c: ORIG. compress, noTaunt etc.
	* code/cgame/cg_main.c: ORIG. Conditonal branch, COM_Compress.
	* code/cgame/cg_consolecmds.c: ORIG. Cvar values changed.
	* code/cgame/cg_draw.c (CG_DrawTeamBackground): ORIG. 
	no reject but *.orig file created. I just mark spots were 
	code changed after verifying the patch succeeded.

	* code/cgame/cg_event.c: fixed reject (REJECT).
	* code/botlib/: all *.rej here due to SOS/CVS $Keyword$.
	TODO: preserve SOS comments/rev history somehow.

	* Patch: patching up to demo source.
	ln -s sos001122-demo work
 	diff -urbB sos001119/ work > work.diff
 	ln -s cvs-1.26/ work
 	patch -p0 < work.diff  > work.patch
 	find cvs1.26/ -name '*.rej' -print           
	
	* CVS: going to check in this snapshot and tag it as
	  cvs tag id1-26w-loki001207
	to prepare for upgrading to RC4. I have already made
	many more changes than I wanted to w/o getting any 
	closer to pinpointing the problem, I might as well
	patch up to id's more current sources.

	* code/botlib/be_interface.c: initialize by memset. Turns
	out that this fails in Export_BotLibSetup on BotSetupWeaponAI
	loading "weapons.c" (from the pak, presumably) with an unknown
	structure field number. Mismatch of datafiles vs. source again.
	
	TODO: id replaced memsets in later source.
	TODO: have memsets on all exports and imports.

	* SOS: RC4 source should be tagged "1.27g RC4" (raduffy).
	Unfortunately the Linux client doesn't care a bit. Show
	History does work if from/to date differ by at least a
	day, and it shows the tag on code/ (only that subtree),
	but recursive get aborts halfway.
	Manual: http://www.sourcegear.com/SOS/Doc/

2000-12-06  Bernd Kreimeier  <bk@lokigames.com>

	* TEST: accepting missing shaders now. No bots, but I can
	actually enter the game and play (more than can be said for
	classic Q3 right now).
	TODO: Error: BotStartFrame: bot library used before being setup

	* code/renderer/tr_shader.c: took out assertion for now...
	* TEST: now missiopack/cgame loads
	TODO: tr_shader.c:2275: R_FindShaderByName: failed 
	TODO: searches ui/assets/3_cursor2.TGA, has ui/assets/3_cursor3.tga
	
	* code/unix/Makefile (MPCGOBJ): ui_shared.o (duh).
	DONE: /cgamei386.so: undefined symbol: PC_Float_Parse
	
	* code/botlib/be_ai_goal.c: initialize campspots etc. This
	might or might not fix this one (didn't get back to gdb due
	to mouse-only navigation).
	DONE: 0x80d1d5b in BotFreeInfoEntities () at be_ai_goal.c:447	

	* TEST: this time with missionpack/cgame loading... noy
	TODO: TA menu blocked after end of intro movie
	TODO: console in_mouse 1 doesn't grap pointer even on vid_start?

	* code/cgame/cg_newdraw.c: -Werror.
	* code/unix/Makefile (MPCGOBJ): cg_newdraw.o was missing (duh).
	DONE: missionpack/cgamei386.so: undefined symbol: CG_OwnerDrawVisible"

	* code/ui/ui_shared.c:1309 assign after bail on NULL.
	DONE: segfault in Item_SetFocus (item=0x0, x=0, y=0)

	* TEST: new set of DLL's (this time hopefully correct).
	All baseq3/ DLL's load, as does the missionpack/ UI DLL.
	The menus now work in both (TA seems mouse-only on everything 
	but "Quit"). Segfault on delayed TA "Quit" (stack fubared):
	#5  0x809fc28 in VM_Call (vm=0x88408a0, callnum=3) at ..//qcommon/vm.c:617
	#6  0x805aafc in CL_KeyEvent (key=9, down=qtrue, time=128644) cl_keys.c:1194
	TODO: TA menu's w/o mouse? 
	TODO: Win32 goes submenus but does not unfold
	TODO: Linux does not go submenus
	
	* code/ui/ui_main.c: see below. 
	TODO: LCC gets fits -  operands of = have illegal types 
	TODO: 'pointer to const unsigned char' and 'pointer to const char'
	* code/ui/ui_shared.c: see below.
	* code/ui/ui_gameinfo.c: see below.
	* code/ui/ui_atoms.c: see below.
	* code/game/g_bot.c: more cruft.
	* code/cgame/cg_draw.c: loads of functions modified for
	MISSIONPACK that aren't used at all for MISSIONPACK anymore.
	Development relics.

	* code/cgame/cg_consolecmds.c: -Werror.
	Note: due to Makefile error never ever compiled...

	* code/unix/Makefile: fixed various dependency errors
	for game and ui library.
	TODO: create a new Makefile with patsubst and rules.
	TODO: why C_ONLY in the i386 dedicated server?

	* code/unix/unix_main.c: use dlerror() excessively.
	Littered more unused DLL related functions with assert(0).
	TODO: clean up Sys_Load/UnloadDll (a real mess)
	TODO: remove Zoid code cruft (unused per-DLL functions)
	
	* code/game/bg_misc.c: changed G_Printf for Com_Printf.
	This was undefined in baseq3/uii386.so preventing loading.

	* TEST: +set sv_pure 0 +set vm_game 0 +set vm_cgame 0 +set vm_ui 0
	Note: so far I used only the game DLL..  duh.
	UI DLL fails to load: missing G_Printf.

	* code/unix/Makefile:  -DMALLOC_CHECK in addition to
	the -DZONE_DEBUG I have used since switching to calloc.
	Using MALLOC_CHECK=1 for now, might use 2 if something
	comes up.

	* code/renderer/tr_init.c (GL_SetDefaultState): it does get 
	called, but does not show up in the log.
	
	* TEST: tried executing a script - get bounced.
	TODO: is there any way to jump into a map?
	TODO: cl_cinematics 0 (supress all fullscreen RoQ)
	Next: used r_logfile 200 in Win32 (RC4) and Linux.
	There is a buckload of setup code seemingly not done
	at all in Linux? Either that, or logging is enabled
	with a delay in Linux.

	* code/unix/linux_glimp.c: fixed autorepeat (H2/Fakk2 way). 

2000-12-05  Bernd Kreimeier  <bk@lokigames.com>

	* code/renderer/tr_mesh.c: added assert there.
	* TEST: menus and in-game drawing are just as they were with 
	the initial SOS001119 port. In addition:
	  R_AddMD3Surfaces: no such frame 0 to -2147483477 
	     for 'models/players/xaero/upper.md3'
          R_AddMD3Surfaces: no such frame -2147483477 to 171 
	  R_AddMD3Surfaces: no such frame 171 to -2147483498
        ad nauseam (used as my player model).
	Triggered: haveing a trRefEntity_t *) 0x41dbbd00 with 
	frame = -2147483477. Might be a red herring (PRINT_DEVELOPER), 
	ignore for now.

	* code/ui/ui_main.c: missing return.
	* code/ui/ui_shared.c: excess byte in initializer (which gcc
	did not caught, but LCC did). Also LCC complains about
	missing returns, but gcc doesn't (neither says unreacheable
	code though). If necessary (MsVC?) guard with Q3_VM.

	* code/q3_ui/ui_ingame.c: see below.
	* code/q3_ui/ui_atoms.c: voidfunc_f. LCC warns about conversion 
	from `pointer to void' to `pointer to void function(void)' 
	being compiler dependent. Casting NULL. Guess what, doesn't fix 
	it either.
	TODO: do not use these cursed scripts to generate VM code,
	we do not have proper rules for LCC/q3asm, thus the files never
	get updated.

	* code/unix/Makefile: for paranoia's sake recreated the 1.17
	compile for the UI DLL (where only q_shared/math were actually
	compiled as DO_SHLIB_CC.
	Later: switched to different gcc. 

	* STATIC: remaining problems are vmMain (same entry point for all
	DLL's), could use cgMain, uiMain and gMain here for HARD_LINKED. 
	Note: I don't think id has used this in ages.
	Plus all the collisions in *_syscalls.c, which simply can't be
	fixed cheaply. None is the superset of 2 others, neither seems
	w/o overlap to others. Full stop.

	* code/botlib/be_aas_move.c: see below.
	* code/game/ai_dmq3.c: VEC_UP/DOWN, MOVEDIR_UP/DOWN now static.
	See also game/g_utils.c for existing static duplicates.

	* code/game/q_shared.h: #define stricmp strcasecmp 
	* code/unix/Makefile:  no mo'  -Dstricmp=strcasecmp, see q_shared.h
	Also: no mo'  -I/usr/include/glide, no FX
	TODO: are we building against system GL headers? ../Mesa/?

	* code/q3_ui/ui_atoms.c: comment on duplication
	* code/cgame/cg_drawtools.c: use UI/CGAME_HARD_LINKED on UI duplicates 
	TODO: does this UI_ code in cg_drawtools/ui_atoms belong into ui_shared?

	* code/unix/Makefile: use -DQ3_STATIC 
	* code/game/q_shared.h (*_HARD_LINKED): trigger on Q3_STATIC 
	Later: collision between UI and CGAME is still there. This fixed
	the Com_Error, Com_Printf issues though

	* code/unix/Makefile ($(B)/q3static/ai_vcmd.o): this file was
	missing, hence undefined symbol.
	($(B)/baseq3/game/ai_vcmd.o): same here.
	($(B)/missionpack/game/ai_vcmd.o): same here.

	* STATIC: cg_syscalls.c, g_syscalls.c and ui_syscalls.c alias.
	Multiply defined symbols:
	 Com_Error, Com_Printf
         VEC_UP, VEC_DOWN
	 MOVEDIR_UP, MOVEDIR_DOWN
	 vmMain
	 dllEntry
	 PASSFLOAT
	 trap_Error
	 trap_Milliseconds
	 trap_Argc
	 trap_Argv
         trap_FS_FOpenFile
	 trap_FS_Read
	 trap_FS_Write
         trap_FS_FCloseFile
         trap_FS_GetFileList
	 trap_R_RegisterModel
	 trap_R_RegisterSkin
	 trap_R_RegisterFont
	 trap_R_RegisterShaderNoMip
	 trap_R_ClearScene
	 trap_R_AddRefEntityToScene
	 trap_R_AddPolyToScene
         trap_R_AddLightToScene
	 trap_R_RenderScene
	 trap_R_SetColor
         trap_R_DrawStretchPic
	 trap_R_ModelBounds
	 trap_UpdateScree
         trap_S_StartLocalSound
	 trap_S_RegisterSound
	 trap_Key_IsDown
	 trap_Key_GetCatcher
	 trap_Key_SetCatcher
	 trap_GetGlconfig
         trap_PC_AddGlobalDefine
	 trap_PC_LoadSource
	 trap_PC_FreeSource
	 trap_PC_FreeSource
	 trap_PC_ReadToken
	 trap_PC_SourceFileAndLine
	 trap_S_StopBackgroundTrack
	 trap_S_StartBackgroundTrack
	 trap_RealTime
	 trap_CIN_PlayCinematic
	 trap_CIN_StopCinematic
	 trap_CIN_RunCinematic
	 trap_CIN_DrawCinematic
         trap_CIN_SetExtents
	 trap_MemoryRemaining
         trap_SendConsoleCommand
	 trap_Cvar_Register
	 trap_Cvar_Update
         trap_Cvar_Set
  	 trap_Cvar_VariableValue
         trap_Cvar_VariableStringBuffer
	 trap_RealTime
	 trap_SnapVector  // used in game/bg_*.c, needs conditional
	More aliasing between ui_atoms.c and cg_drawtools.c:
         UI_DrawBannerString
         UI_ProportionalStringWidth
	 UI_ProportionalSizeScale
        Undefined symbol: ai_team.o: In function `FindHumanTeamLeader':
         ai_team.c:1899: undefined reference to `BotVoiceChat_Defend'
	Note: 
	
	* code/game/g_main.c: unused.
	* code/game/g_arenas.c: unused.
	* code/game/ai_team.c: init.
	* code/game/ai_dmnet.c: /* in comment (odd).
	Note: why do these come up now but not earlier?
	TODO: the make dependencies might target wrong files.

	* code/unix/Makefile (TARGETS): added q3static.
	Note: this is baseq3/

	* TEST: +set r_logfile 100. It seems that the addition of
	code (add an assertion etc.) changes the behavio of the binary.
	The intro cinematics code seems to suffer first - didn't play,
	then played, then (another assert added) doesn't play. Watch
	out for (missionpack):
	  UI_CIN_PlayCinematic
          SCR_PlayCinematic( mpintro.roq )
          trFMV::play(), playing mpintro.roq
	Also fails to exit cleanly: break gives
	 #0  0x401919ee in __select ()
         #1  0x400bbcb8 in __DTOR_END__ ()
         #2  0x4004baa1 in _XSend ()
         #3  0x452b009f in GLXRenderFlush ()
         #4  0x804ce0c in _XRead ()
         #5  0x40680813 in ?? ()
	Stack is corrupted.
        Note: ~/.q3a/gl.log
	TODO: write per-frame files (see Heretic2)
	TODO: add Heretic2 QGL (more detail)

	* code/unix/linux_qgl.c (QGL_EnableLogging): fixed countdown
	(i.e. propagated changes from win32/, see Fakk2).

	* code/unix/linux_glimp.c: fixed QGL_EnableLogging argument
	to avoid cast error (always qfalse).

	* code/unix/Makefile (DEBUG_CFLAGS): use ZONE_DEBUG.

	* code/qcommon/common.c: replaced malloc with calloc calls.

	* code/q3_ui/ui_local.h: have to use ui/ui_public.h
	* code/cgame/cg_servercmds.c: requires ../ui/menudef.h

	* code/cgame/cg_consolecmds.c: ui/ui_shared.h is unique.
	* code/q3_ui/ui_public.h: make sure this won't be compiled.	
	* code/client/client.h: we have to include ui/ui_public.h.
	Note: id is obviously maintaing only the ui/ headers, so the
	headers in q3_ui/ are deprecated.

	* code/renderer/tr_shader.c: added assertions (see Ryan's Fakk2
	problems with missing shaders).

	* code/game/g_cmds.c: below.
	* code/game/ai_vcmd.c: below.
	* code/game/ai_team.c: below.
	* code/game/ai_dmnet.c: below.
	* code/game/ai_dmq3.c: below.
	* code/game/ai_chat.c: below.
	* code/game/ai_cmd.c: ../../ui/menudef.h (new Q3TA script directory).

	* code/cgame/cg_newdraw.c: make sure it won't compile w/o MISSIONPACK.

	* code/cgame/cg_servercmds.c: below.
	* code/cgame/cg_event.c: below.
	* code/cgame/cg_consolecmds.c: below.
	* code/client/keys.h: below.
	* code/client/client.h: below.
	* code/q3_ui/ui_local.h: include from ../q3_ui/ not ../ui/.
	Note: id seems to intentionally use the header from the new ui/.

	* Makefile: checked -I$(UIDIR), there is no such. That means all
	files include directly, which means all (including Q3) are using
	the new ui/ headers.

2000-12-04  Bernd Kreimeier  <bk@lokigames.com> 

	* RC4: released as 362101115 Dec  4 11:40 TA_Q3A_RC4.zip

	* TEST: the corrupted menu problem is back :-(. Looks like I am in
	for a static link next.
	
	* code/unix/Makefile (clean2): fixed (not all new OBJ covered).
	* code/q3_ui/ui_teamorders.c: -Werror.
	* code/q3_ui/ui_team.c: -Werror. 
	* code/q3_ui/ui_qmenu.c (Bitmap_Draw): -Werror. 
	* code/q3_ui/ui_mods.c (UI_Mods_LoadModsFromFile): unused. -Werror.
	* code/q3_ui/ui_controls2.c: -Werror.
	* code/q3_ui/ui_atoms.c: -Werror
	* code/null/null_client.c: -Werror.
	* code/unix/linux_joystick.c: -Werror.
	* code/unix/linux_glimp.c: -Werror. 
	* code/unix/linux_qgl.c: -Werror. 
	* code/unix/unix_shared.c: -Werror. 
	* code/unix/unix_net.c: -Werror.
	* code/unix/linux_local.h: added missing prototypes.
	* code/unix/unix_main.c: -Werror. Includes linux_local.h
	* code/jpeg-6/jdmainct.c: see below.
	* code/jpeg-6/jcmainct.c: variables called "main" (*moan*) 
	* code/jpeg-6/jcdctmgr.c (forward_DCT): -Werror.
	* code/botlib/l_script.c (PS_ReadLiteral): -Werror
	* code/botlib/l_precomp.c (PC_AddBuiltinDefines): -Werror.
	* code/botlib/be_interface.c: -Werror.
	* code/botlib/be_aas_reach.c: -Werror
	* code/botlib/be_aas_cluster.c: -Werror 
	* code/game/be_aas.h: -Werror. 
	Note: MrElusive accumulates a lot of code history in nested comments,
	which gcc doesn't like at all. #if 0'ed to avoid.
	* code/qcommon/vm_interpreted.c: -Werror.
	* code/qcommon/unzip.c: -Werror.
	* code/cgame/cg_servercmds.c: -Werror.
	* code/cgame/cg_main.c: -Werror.
	* code/cgame/cg_drawtools.c: -Werror.
	* code/game/bg_misc.c: -Werror.
	* code/game/be_ai_move.h (bot_avoidspot_s): added.
	* code/botlib/be_ai_move.c: removed typedef struct bot_avoidspot_s
	* code/client/snd_mix.c: -Werror.
	* code/qcommon/md4.c: -Werror.
	* code/qcommon/common.c: -Werror.
	* code/client/cl_keys.c: -Werror.
	* code/client/cl_cin.c: -Werror, init local variables.	
	* code/unix/Makefile: -Werror. need -O for -Wall for uninitialized
	Note: the above is the list of files that got touched during a pass
	with -g -O -Werror -Wall flags (in the hope of finding uninitialized
	memory and ambiguous statements). Most of the above are simply
	unused variables (or even code).

	TEST: RC3 data files, but DLL's.
	TODO: TA gets stuck in initial sound, doesn't play cinematics (sometimes)
	TODO: Q3 intro movie looses sound after Sarge gets teleported
	TODO: Q3 ingame renders world, weapon, muzzleflash, hud, can shoot,
	TODO:  but no movement, hud background is fubared. 

	* code/cgame/cg_main.c: cg_singlePlayerActive

	* code/q3_ui/ui_login.c: doesn't seem to be used?
	* code/game/g_rankings.c (G_RankRunFrame): doesn't seem to be used.
	* code/q3_ui/ui.sh: disabled this. 
	* code/q3_ui/q3_ui.sh: changed include path to ../q3_ui/ (duh).

	* code/game/game.sh: changed include path to ../q3_ui/ which 
	is not in the Win32 batch file. 
	* code/cgame/cg_rankings.c: this does not seem to be included. 
	* code/cgame/cgame_ta.sh: added -DCGAME. Also added cg_syscalls.c
	to build (also missing in Win32).

	* code/cgame/cgame.sh: added -DCGAME (see cgame.bat). Also
	changed include path to ../q3_ui/ which is not in the Win32
	batch file.  Also added cg_syscalls.c to build (missing in 
	Win32).

2000-12-01  Bernd Kreimeier  <bk@lokigames.com>

	* RC3: released as of sos001201 / Q3 1.27f

	* code/unix/Makefile: more fixes with clean build. The
	changes made fix the menu rendering for Q3 but not TA.
	Ingame graphics still broken. 

	* code/game/game_ta.sh: created. Use game_ta.q3asm here.
	* code/game/game.sh: no -DMISSIONPACK 
	* code/game/game_ta.q3asm: CR/LF, /.

	* code/cgame/cgame_ta.sh: created. Use cgame_ta.q3asm here.
	* code/cgame/cgame.sh:  no -DMISSIONPACK. No cg_newdraw, ui_shared.
	* code/cgame/cgame.q3asm:  No cg_newdraw, ui_shared.
	CR/LF, /, cg_newDraw, and the output path/name.
	
	* code/q3_ui/q3_ui.q3asm: output to ui not q3_ui...

	* code/cgame/cg_event.c: cg_singlePlayerActive used here.
	TODO: guard by MISSIONPACK
	* code/cgame/cg_local.h: named q3print_t enum. Cvar
	cg_singlePlayerActive for both Q3 and TA.


	* code/unix/Makefile: cleanly separate B/baseq3/ and
	B/missionpack/ subtrees during build. While new and old
	UI are in separate directories, the cgame/ and game/
	are shared, with conditional -DMISSIONPACK compile
	and different files includeds (cd_draw, cg_newdraw).
	That means twice the number of targets (3 DLL's, 3 QVM's,
	times two), and different build rules.
	TODO: carefully check Win32 build for (other) conditionals
	TODO: carefully check Win32 build for link lists

	* CVS:  ui/, code/ui, botfiles/ and subdirectories are added.
	The code/macosx/ directory turned out to be a real pain that
	had to be edited manually, throwing out CVS/ directories in
	the tree that had been created by SOS as they are in id's
	repository:
	  code/macosx/Client/CVS
	  code/macosx/Client/PBUserInfo/CVS 
	  code/macosx/Client/Quake3.nib/CVS  
	  code/macosx/Common/CVS
	  code/macosx/DedicatedServer/CVS
	  code/macosx/DedicatedServer/PBUserInfo/CVS  
	Now tagged
	  cvs tag id1-26y-loki001119
	TODO: there are several new files not yet linked?

	* ChangeLog: merged the Changelog from the bk00119 working
	branch (initial Q3TA port) based on sos001119 snapshot. Also
	merged the source tree with cvs-1.17.
	In the ChangeLog below  *** MISSIONPACK *** indicates work
	that was done on the branch (code-sos/ prefix in files).
	The cvs update of this will be tagged with
	 cvs tag id1-26y-loki001119
	Use this tag to hunt for possible Linux fixes that got lost
	(i.e. got dropped by id since id000516 and were thus not in
	sos001119, but did not show in diff id000516 cvs1-17).
	New directories in CVS: botfiles/, ui/.
	Missing from SOS/Missionpack: SDK directories.
	 common, lcc, libs, q3asm, q3data, q3map, q3radiant.


	* ssreport.txt: below.
        Note: watch for files called "ssreport.txt", that's id ChangeLog.
	* ui/ui_syscalls.asm: below.
	* q3_ui/ui_syscalls.asm: below.
	* game/g_syscalls.asm: below.
	* cgame/cg_syscalls.asm: below.
	* bspc/linux-i386.mak: below.
	* bspc/lcc.mak: below.
	* botlib/linux-i386.mak: below.
	* botlib/lcc.mak: below.
	* A3D/a3d_console_variables.txt: CR/LF issue (minimize diffs).

	* CVS: the checked bk001119 work copy of the sos001119 initial
	checkout (completed with everything in the SOS "Missionpack"
	tree, i.e. botfiles/ and botfiles.* added), copied over the
	cvs-1.17 checkout.
	Note: in these cases, BEWARE ui -> q3_ui/ links, and different
	ChangeLogs. Also "make clean" helps.

	* unix/unix_net.c: below. 
	* unix/unix_main.c: below. 
	* unix/matha.s: below.
	* unix/linux_qgl.c: below.
	* unix/linux_glimp.c: see also linux_joystick.c.
	* server/sv_client.c: below.
	* renderer/tr_surface.c: below.
	* renderer/qgl.h: below.
	* qcommon/qcommon.h: below.
	* qcommon/files.c: below.
	* qcommon/common.c: below.
	* q3_ui/ui_demo2.c: below.
	* mac/mac_net.c: below.
	* mac/mac_glimp2.c: below.
	* game/surfaceflags.h: below.
	* game/bg_lib.c: checked against id00516/cvs-1.17a diff.
	* bspc/bspc.c: TH_AASToTetrahedrons call removed since id000516.
	Note: our final compare of id000516 against cvs-1.17a, making sure
	that all these differences are in bk001119 (initial Q3TA port).
	If id branched the Q3TA base off before id000516 we might be screwed.
	Note: I do not diff against bk000520, which had some minor changes
	against id000516 (check VectorArrayNormalize, OTConfiguration), which
	seem consistent with me taking a pre-id000516 source snapshot for that
	working branch.

2000-11-30  Bernd Kreimeier  <bk@lokigames.com>

	* TEST: compiled using the symbolic link ui/ -> q3_ui/.
	Had to undo one CVS change, regarding
	 code/cgame/cg_syscalls.asm
	 code/game/g_syscalls.asm
	 code/q3_ui/ui_syscalls.asm
	These files are neither generated by Win32 cgame.bat
	nor cgame.sh (etc.), thus seemingly maintained by hand.
	 cvs tag pr1-17-loki001130b
	should be used if somebody needs this 1.17 snapshot
	(which, remember, is post-release, with additional fixes).
	Later:
	 cvs tag pr1-17-loki001130c
        includes the full ChangeLog (duh).
	
	* CVS: up until cvs-1.17-001130, code/ui/ contained the
	Q3 code for the UI QVM/DLL. In Q3TA, this code has been
	moved to code/q3_ui/, while at the same time the new
	(scripting driven) UI code for Q3TA was maintained in
	code/ui/. To preserve the history of code/ui/, it has been
	renamed to q3/ui/ in the CVSROOT.
	Note: this will BREAK all cvs-1.17 and before checkouts.
	To compile earlier versions, move or link q3_ui/ to ui/.
	The code has been tagged
	  cvs tag pr1-17-loki001130
        after the change.
	DONE: remove code/*/vm/*.asm from CVSROOT
	Note: this includes code/*/*.asm files (from *_syscalls.c).
	These were originally tracked in CVS, but if we need 
	comparison of q3asm output or QVM files we can rely
	on the Win32 and Linux SDK now. These files have been
	physically removed from CVS now, followed by
	  cvs tag pr1-17-loki001130a

2000-11-30  Bernd Kreimeier  <bk@lokigames.com>      *** MISSIONPACK ***

	* RC2: new ZIP file (another 360M for convenience).

	* SOS: new CVS module, Quake3_sos. This will be used to track
	the unchanged SOS checkouts from id. As their repository
	is read-only, and there is no estimate on when changes might
	be backpropagated there, I will track their changes in a
	separate module, and update our local Quake3 module 
	accordingly. This is effectively "tracking 3rd party"
	w/o import and half-automated, forced mergers - in other
	words, we now branch starting with our post-1.17 changes,
	for the benefit of moving at all.
	Baseline is a slightly changed PR-1.17 id000516 source dump
	(essentially ui/ moved to q3_ui for continuity, and CR/LF etc.).
	 cvs import Quake3_sos id000516 pr1-17-win32
	 cvs import Quake3_sos sos001119 pr1-26-win32
	 cvs import Quake3_sos sos001120 pr1-26-win32-001120
         cvs import Quake3_sos sos001121 pr1-26-win32-001121
         cvs import Quake3_sos sos001122 pr1-26-win32-001122
         cvs import Quake3_sos sos001122-demo pr1-26-win32-demo
        This is about the 1.26w Team Arena Win32 demo release, give or
	take a couple of lines. Has Q3_VERSION "Q3 Team Arena Demo 1.27b".
	 cvs import Quake3_sos sos001123 pr1-26-win32-001123
         cvs import Quake3_sos sos001126 pr1-26-win32-001126
        Now track id versions (see code/game/q_shared.h:Q3_VERSION)
	 cvs import Quake3_sos sos001128 pr1-27c-win32-001128
	With 1.27d they switched from Demo to full version (RC1).
	 cvs import Quake3_sos sos001129 pr1-27d-win32-001129
         cvs import Quake3_sos sos001130a pr1-27d-win32-001130a
        Now switched to 1.27e. This import is done from the SOS
	working directory.
	 cvs import Quake3_sos sos001130b pr1-27e-win32-001130b
	Note: SoS created rwx attributes which are luckily fixed
	automagically during import. It is also seemingly incapable
	to compare files, and leave files that have not changed the
	hell alone. I can't do cvs update due to the $..$ tags in
	the original files (which CVS can't be told to ignore), 
	so I have to do import (creating a load of vendor tagged 
	branches), but at least cvsweb and cvs get the revisions
	right.

	* code-sos/unix/Makefile: added linux_joystick
	* code-sos/unix/linux_local.h: match mac/ and win32/, for prototypes.

	* code-sos/unix/linux_joystick.c: new file, code from linux_glimp.c
	Note: decided to separate this, as (a) we might edit/extend
	a lot, (b), it's not in the id tree, (c) it's not GL, (d)
	there might be even more oddball devices. Anything that
	cuts down on diffs.

	* code-sos/unix/linux_glimp.c (Q_stristr): const return (cvs1.17).
	Also (XLateKey): added more keyboard mappings (ASCII on
	upper row digits) (cvs1.17). Added in the minimal joystick
	hooks (cvars, function calls). Fixed joystick cvar naming
	to match win32 (kept joystick_threshold). 
	TODO: joystick stubs for dedicated?

	* CVS: I have to move up to 1.27d (data, Win32 networking).
	With exception of linux_glimp.c (mostly joystick code), 
	all cvs1.17 changes should now be in the work snapshot 
	based on the first sos001119 we got from id. There are
	also some additional changes in there already, thus I'll
	move the (buggy) 1.26 snapshot into CVS before adding even
	more differences.


2000-11-29  Bernd Kreimeier  <bk@lokigames.com>     *** MISSIONPACK ***

	* RC1: TeamArena_Q3A_RC1.zip. Source has moved from
	Q3VERSION "Q3 Team Arena Demo 1.27c" to "Q3 1.27d" now.

	* code-sos/qcommon/common.c: added Com_InitPushEvent(). Also
	increased MAX_PUSHED_EVENTS to 256.
	Note: this is another case of buffer memory not zero'ed.
	Com_EventLoop, fixed evTime to evType in debug print.
	
	* TEST: baseq3/
	 +set sv_pure 0 +set vm_game 0 +set in_mouse 0 +set developer 2
        TODO: Team Arena in menu leads to RE_Shutdown(1) and locks
	TODO: can't play game
	TODO: shaders can't load *.tga, *.jpg files are there
	TODO: DO_CC linking for DLL's, DO_SHLIB_CC only for export?
	TODO: ERROR: Bad player movement angle
        TODO: Warning: cvar "..." given initial values: "..." and "..."
 	TODO: TA demo ERROR: CL_ParseServerMessage: Illegible server message
        TODO: WARNING: Com_PushEvent overflow

	* code-sos/qcommon/files.c: add NULL filter for our Sys_ListFiles calls.
	* unix/unix_shared.c (Sys_ListFiles): signature has changed, 
	additional Sys_ListFiles argument now.

	* code-sos/unix/unix_net.c (Sys_GetPacket): see below (readcount=0).
	* code-sos/unix/unix_main.c: see below (Mike's and my changes to DLL
	loading, my event buffer clear fixes).
	* code-sos/unix/linux_qgl.c (QGL_Init): see below (__FX__ guards).
	TODO: abstract WGL/GLX and end unfortunate QGL duplication.
	TODO: spice up QGL with Linux H2 full version.	
	* code-sos/q3_ui/ui_demo2.c: fix on demo names  - no Q_strupr(demoname).
	Note: in CVS this fix is in ui/ui_demo2.c. CVS is screwed by
	id choosing the old name for new directory...
	TODO: manual intervention on "ui goes q3_ui"  in CVSROOT?
	* renderer/qgl.h: see below (__FX__ guards).
	* qcommon/files.c: migrated in the 1.17cvs changes against the
	id000516 code dump, i.e. the (not marked - boo hiss) mkv changes.
	Note: all the above is based on a diff of the last id code dump
	pre-1.17 against our CVS, with those fixes now migrated into the
	sos1.26 snapshot.
	TODO: move in joystick code.
	TODO: replace XAutoRepeatOn/Off with filter (focus).
	TODO: DGA 2.0 and such.
	
	* code-sos/game/q_shared.c: valid compare for NULL strings
	* code-sos/unix/unix_main.c: QRTLD, and now using RTLD_NOW.
	Note: it is a bad idea to load game DLL's that are missing symbols.

	* code-sos/ui/ui_main.c: see below.
	* code-sos/game/g_main.c: see below.
	* code-sos/q3_ui/ui_main.c: see below.
	* code-sos/cgame/cg_main.c: made cvarTable and cvarTableSize static. This resolved
	a segfault related to traversing the UI table during Init.
	Note: there is a segfault related to this variable being out of bounds. 
	Different struct size in global variables possible aliasing between the 
	DLL's.
	
	* code-sos/unix/unix_main.c (Sys_Error): assert(0), no exit in debug.
	* code-sos/game/q_shared.c: now aborts on NULL destination. Also DPrintf's
	on bogus excess copies.
	TODO: make all those string functions safe, at least assert.
	* code-sos/server/sv_init.c: comment in SV_Init
	// init the botlib here because we need the pre-compiler in the UI
	Called in qcommon/common.c:Com_Init, were CL_Init is called afterwards...
	* code-sos/server/sv_bot.c: the botlib_import is filled here.
	* code-sos/unix/unix_main.c (Sys_GetBotLibAPI): RTLD_NOW. Which is for naught,
	as this code is not used and has never been used. assert(0)

	* code-sos/botlib/be_interface.c: botimport supposed to be set here.
	* code-sos/botlib/l_memory.c: segfault with q3_ui/ DLL.
        #1  0x80e23ec in GetMemory (size=35) at ..//botlib/l_memory.c:331
        331             ptr = botimport.GetMemory(size + sizeof(unsigned long int));
	as botimport is completely NULL'ed.

	* code-sos/q3_ui/q3_ui.sh: created from ui/ui.sh 1.17 

	* code-sos/q3_ui/q3_ui.q3asm: unfubared (CR/LF, / path).

	* code-sos/unix/Makefile: added q3_ui/ make targets (basically
	ui/ targets from CVS 1.17 Makefile for starters).

	* code-sos/q3_ui/: this is the old UI code, which does not use
	../ui/menus.txt (see ui/ui_main.c). In other words,
	the code in ui/ now has to be compiled or qvm'ed 
	for missionpack/, but to create the necessary DLL or
	QVM modules for baseq3/ we need to use q3_ui/. 
	
	
2000-11-27  Bernd Kreimeier  <bk@lokigames.com>     *** MISSIONPACK ***

	* code-sos/game/bg_lib.c: ld problem with a custom "tan(..)"
	TODO: loooking forward to SIGFPE on this code base.
	
	* code-sos/ui/ui_util.c: this file is empty.

	* code-sos/ui/ui.sh: new files:
	  ui_shared.c
	  ui_util.c
	Replaced by the /ui/*.menu files:
	 q3lcc: can't find `../ui_cdkey.c'
	 q3lcc: can't find `../ui_ingame.c'
	etc.

	* code-sos/cgame/cgame.q3asm: added cg_newdraw entry.
	Also added ui_shared entry.
	* cgame/cgame.sh: added cg_newdraw.c entry.
	Also added ../ui/ui_shared.c entry.

	* code-sos/cgame/cg_newdraw.c: renamed (was cg_newDraw.c mixed case).
	Note: the infidels have taken over.

	* cgame/cgame.sh: added  -DMISSIONPACK.
	Note: w/o, q3lcc complains
	../cg_event.c:204: undeclared identifier `cg_singlePlayerActive'
        ../cg_event.c:204: left operand of . has incompatible type `int'
        which indicates that this source does not compile w/o MISSIONPACK
	anymore. The baseq3/pak4.pk3 file in the Q3TA snapshot archives
	are dated
	     284464  11-10-00 14:02   vm/cgame.qvm
             463940  11-14-00 14:47   vm/qagame.qvm
             271596  11-14-00 14:48   vm/ui.qvm
	the code dump is from 11-19. 
	Note: Make does not abort on q3lcc complains

	* code-sos/game/game.sh: also added ai_vcmd.c entry.

	* code-sos/ui/ui.q3asm: fubared (below). In addition, this is 
	the only one to have a 
	 -o "/tmp/quake3/missionpack/vm/ui"
	line in it. Given that the other 2 QVM modules are
	also dependend on -DMISSIONPACK, this seems a real mess.
	For now using the same path as the other 3.
	* code-sos/cgame/cgame.q3asm: below.
	* code-sos/game/game.q3asm: fubared. Fixed CR/LF and \ in paths
	again (read by q3asm called by game.sh called by make).
	* unix/Makefile: updated fpor DLL/QVM.
	Note: also shell scripts to use q3lcc not lcc.

	
2000-11-27  Bernd Kreimeier  <bk@lokigames.com>

	* code/unix/Makefile: now expects a run/ directory
	relative (between this, the Loki standards, and the
	utility code in the same repository, it's ever so
	slightly less dorky).
	TODO: fix broken copyfiles target etc.pp.

	* code/game/bg_lib.c: turns out the changes I
	undid 001120 were affecting original Zoid
	Linux port related defines, which break VM
	compile. Mike fixed those (which I unfixed
	when referring to the latest id code that does
	not contain these patches). However, they
	duplicate ANSI libc symbols, so the guards might
	be wrong. The symbols are missing when compiling
	for VM, so I now use the existing lcc -DQ3_VM
	flag:
	  //#if !defined ( _MSC_VER ) && ! defined ( __linux__ )
          #if defined ( Q3_VM )
	This will break DLL compile on non-ANSI platforms,
	which will have to be added to the conditional then.

	* code/ui/ui.sh: below. 
	* code/game/game.sh: below. 
	* code/cgame/cgame.sh: Linux SDK installs q3lcc to
	avoid collisions with regular lcc pre-installs. The
	scripts fail with "lcc not found", but do not abort 
	the Makefile.
	Note: now that VM code gets actually built, there
	are errors:
	g_main:648 ERROR: symbol vsprintf undefined
        bg_pmove:1221 ERROR: symbol abs undefined
        q_math:4309 ERROR: symbol fabs undefined
        q_shared:2801 ERROR: symbol tolower undefined
        q_shared:2862 ERROR: symbol toupper undefined
        ai_dmq3:208 ERROR: symbol atoi undefined
        ai_cmd:4951 ERROR: symbol sscanf undefined


2000-11-20  Bernd Kreimeier  <bk@lokigames.com>   
	
	* TEST: test compile of pr-1.17+cvs fixes segfaults due 
	to new baseq3/pak4.pk3
	Note: to self ... 1.17 is not compatible with new files.
	Checking into CVS next.

	* code/: changes applied by us that are not in id's code base
	affect q_shared.c (NULL in Q_stricmp), files.c (FIXME fs_cdpath,
	Sys_ConcatenateFileList, ui_demo2.c (demo no tolower on linux).
	In unix/ linux_glimp.c (joystick code), qgl.h, linux_qgl.c (__FX__),
        unix_main.c (dlopen bug and event buffers), unix_net.c (readcount),
	matha.s (assembly warning).

	* code/server/sv_client.c (SV_WriteDownloadToClient): 
	No effective change  on FS_SV_FOpenFileRead call, they reworked 
	autodownload some more seemingly.

	* code/renderer/tr_surface.c: VectorArrayNormalize
	
	* code/qcommon/qcommon.h: see below.
	* code/qcommon/files.c: Com_ReadConfigs removed.
	* code/qcommon/common.c: removed Com_ReadConfigs, 
	textual replacement of body in Com_Init.

	* code/mac/mac_net.c: not applied (undone by id)
	OTConfiguration *config <> OTConfigurationRef  config

	* code/mac/mac_glimp2.c: r_colorbits->integer > 16
	* code/game/surfaceflags.h (CONTENTS_BOTCLIP): added.

	* code/game/q_shared.h: not applied (undone by id)
	#if defined(ppc) || defined(__ppc) || defined(__ppc__) 
        #define idppc 1 
	#else 
        #define idppc 0 
        #endif 

	* code/game/q_math.c: added another CPP line to guard
	BoxOnPlaneSide, removed WIN32 guard. 
	TODO: this could be broken code guarded in all current
	compiles...

	* code/game/bg_lib.c: left Q#_VM guard for typedef cmp_t
	Added !defined( __linux__ ) for tolower and atoi.
	Note: the changes above relate to the very last code update
	from id prior to the 6 month blackout, which were not in
	CVS when Michael made his updates. Needed to establish the
	baseline for the new patch. Source dump 1.17.00520, against
	SOS 1.26w-001119 version.
	
2000-11-20  Bernd Kreimeier  <bk@lokigames.com>       *** MISSIONPACK ***

	* TEST: running against the data up to TeamArena_Q3A_001109.zip
	Hunk_Clear: reset the hunk ok
        Program received signal SIGBUS, Bus error.
        "q3dm2", killBots==qtrue
	#0  CM_ClearMap () at ..//qcommon/cm_load.c:644
        #1  0x80884a7 in SV_Map_f () at ..//server/sv_ccmds.c:159
        #2  0x8072579 in Cmd_ExecuteString (text=0xbffff4b0 "spmap q3dm2") at ..//qcommon/cmd.c:591
        #3  0x8071dfe in Cbuf_Execute () at ..//qcommon/cmd.c:190
        #4  0x80763f7 in Com_Frame () at ..//qcommon/common.c:2547
        #5  0x8130d6b in main (argc=13, argv=0xbffff984) at ..//unix/unix_main.c:953
        #6  0x40100cb3 in __libc_start_main (main=0x8130bc4 <main>
	Not reproducible (screen stayed black).
	
	* TEST: +set developer 1, same for Win32 and Linux:
	Can't find gfx/misc/flare.tga
        Can't find gfx/misc/sun.tga
        Can't find gfx/misc/console02.tga
	Can't find vm/ui.map
	Can't find textures/sfx/logo512.tga
        Can't find gfx/colors/black.tga
        Can't find models/mapobjects/banner/banner5_2.md3
        Can't find models/mapobjects/banner/banner5_1.md3
        Can't find textures/sfx/firegorre2.tga
        Can't find textures/sfx/bolts.tga
	Can't find menu/art/unknownmap.tga

	* Q3TA: after nearly 6 months, a code update from id. SOS access 
	even. Got it to compile, link and start, but its currently broken
	(menu doesn't render in full, can't get into game etc.). Need
	a baseline 1.17 to diff against. Last code dump was May 16, with 
	bspc code updated May 19. Checking working directory of bk000520
	against CVS next (Mike's fixes never made it into id's codebase
	or a post 1.17 release, neither did my fixes as released in the
	point release version 1.17).

2000-11-19  Bernd Kreimeier  <bk@lokigames.com>       *** MISSIONPACK ***

	* TEST: Win32 install as tested with 1.26w. quake3.x86 (Q3A game)	
	Warning: cvar "r_uifullscreen" given initial values: "1" and "0"
        Warning: cvar "r_inGameVideo" given initial values: "1" and "0"
        ^3WARNING: sound/feedback/hit.wav is a 8 bit wav file
	(on windows, sound/weapons/weapon_hover.wav is missing...)
	Menu only partially displayed in TA and baseq3 play, menu itself
	seems to work. Freetype?
	WARNING: Com_PushEvent overflow

	* code-sos/game/game.sh: not in SOS, moved in from CVS snapshot.

	* code-sos/qcommon/common.c: conditional DEDICATED to get rid off 
	CL_ShutdownCGame/CL_ShutdownUI/CIN_CloseAllVideos.
	Same for UI_usesUniqueCDKey: dedicated server does not
	write CD key file.
	TODO: check whether there is an unneeded "read CD key"
	for dedicated server.

	* code-sos/null/null_client.c (CL_ShutdownAll): added dummy.

	* code-sos/unix/Makefile:  server/sv_net_chan.o for dedicated server.

	* code-sos/null/null_snddma.c: fixed  S_RegisterSound signature.

	* code-sos/client/snd_mix.c: snd_p, snd_linear_count, snd_out
	can't be static, as used by unix/snd_mixa.s.

	* code-sos/unix/Makefile: added to the executable target:
	   renderer/tr_font.c
	   client/cl_net_chan.c
	   server/sv_net_chan.c 
	Also added a lot of jc*.c files to build, to fix unresolved
	symbol errors.
	TODO: is there unused jpeg-6/jd*.o code linked in now?

	* code-sos/ft2/smooth.c: includes ftgrays.c, ftsmooth.c
	
	* code-sos/ft2/truetype.c: ttdriver.c, ttpload.c, ttgload.c, ttobjs.c.
        Also (see ftoption.h) TT_CONFIG_OPTION_BYTECODE_INTERPRETER ttinterp.c
	
	* code-sos/ft2/sfnt.c: includes ttload.c, ttcmap.c, sfobjs.c,
	sfdriver.c. lso (see ftoption.h)
        TT_CONFIG_OPTION_EMBEDDED_BITMAPS     ttsbit.c
        TT_CONFIG_OPTION_POSTSCRIPT_NAMES     ttpost.c

	* code-sos/ft2/ftbase.c: includes ftcalc.c, ftobjs.c, ftstream.c,
	ftlist.c, ftoutln.c, ftextend.c, ftnames.c.
	
	* code-sos/ft2/autohint.c: includes ahangles.c, ahglyph.c, ahglobal.c,
	ahhint.c, ahmodule.c.

	* code-sos/unix/Makefile: added ft2/ to client objects, took out
	ftraster.c/ftrend1.c (see below), added -DFT_FLAT_COMPILE.
	* ft2/ftsmooth.c: -DFT_FLAT_COMPILE required.
	* ft2/raster1.c: -DFT_FLAT_COMPILE required.
	Note: this includes ftraster.c/ftrend1.c.

	* code-sos/qcommon/vm_x86.c: _ftol is missing, ftolPtr only defined
	for Win32, but used in generic code. Workaround for now.
	TODO: find good Linux ftol, or use old solution. 

	* SoS checkout. chown -R a+w *  recode ibmpc:lat1 */*.h */*.c
	
2000-06-30  Michael Vance <briraeos@lokigames.com>

	* misc: Spoke with Leonardo about qvm mess.

	* ui/ui.sh: Created to build much like the ui.bat script.

	* ui/ui.q3asm: Use linux style paths.

	* game/game.sh: Created to build much like the game.bat script.

	* game/game.q3asm: Use linux style paths.

	* cgame/cgame.sh: Created to build much like the cgame.bat script.

	* cgame/cgame.q3asm: Use linux systel paths.

	* unix/Makefile: Use the new .sh scripts to build the QVM files.

	* lcc/etc/linux.c: Build .asm files instead of .s files.

	* misc: QVMs now load properly, with minor glitches that should
	hopefully be solvable. The new build scripts conflict with the
	.asm files already in CVS, as the generated byte code is slightly
	different in some cases.
	
2000-06-29  Michael Vance <briareos@lokigames.com>

	* lcc/makefile: Tweaked to automatically include the system
	compiler's header location. Added an install directory.

	* lcc/custom.mk: Added a build directory.

	* lcc/etc/linux.c: Numerous small tweaks to make compiling the VM
	code a much simpler task.

	* q3asm/Makefile: Created.

	* q3asm/q3asm.c: Fixed uninitialized variable in
	HashString(). Fixed off by one in argument parsing.
	
	* misc: Had Brian remove the Xmd.h include from glx.h so that we can
	build Quake3 on XFree86 4.0 systems.

	* wine: Attempted to build with lcc.exe and q3asm.exe using wine,
	also did not work. This is in contrast to MikeP's .qvms, which
	seem to work.
	
2000-06-28  Michael Vance <briareos@lokigames.com>

	* common/files.c: Fixed Mods menu behaviour.

	* unix/linux_qgl.c: Guarded references to fxMesa.

	* renderer/qgl.h: Guarded references to fxMesa.

	* ui/ui_demo2.c: Don't convert filename to uppercase.
	
2000-05-07  Bernd Kreimeier  <bk@lokigames.com>

	* common/cmdlib.c: windowism, not guarded. Added WIN32 around "ATOM a".

	* q3map/Makefile: Linux Makefile. 

	* q3map/Makefile.irix: "makefile" in original code, Irix-only Makefile. 
	Just fixed some redundant TAB that GNU make despises about as much as I 
	despise GNU Make, and changed to a relative path.

2000-05-01  Bernd Kreimeier  <bk@lokigames.com>

	* q3radiant/: updated with Q3Radiant198b3-src.zip. 
	Tagged (globally) as q3radiant-198b3.
	Kept the old files 
	  3DFXCamWnd.h
	  3DFXCamWnd.cpp
          MainFrm2.cpp
        New files
          Shaders.h
          misc/      (contributed special TGA resources, don't relly belong)
        Removed:
	  pName
        Changed filenames to previous case:
         UNNAMED.MAP           -> unnamed.map
         RES/BMP0002.BMP       -> RES/bmp00002.bmp
	Changed:
         changelog.txt         -> ChangeLog
	
2000-04-28  Bernd Kreimeier  <bk@lokigames.com>

	* CVS: bk000425 modified sources. This replaces the unix/ directory
	which is not yet in id's SourceSafe. Two check-ins, due to minor
	changes in an attempt to nail the Voodoo3 related crashes (driver
	problems, not a Q3 issue). Undid some of the QFL changes for PI
	and the log bug fix - put back in (TODO). Also includes:
	* Quake3/code/botlib/be_aas_sample.c: single file update from Robert.
	
	* CVS: id000423 code dumps (two of them). Applying Loki patches.
	Tagged for the final version (all patches).

	* CVS: id000422 code dump. This did not include the 1.16n fixes
	used for Linux, and was the first dump for the 1.17 security fix
	release.
	Note: forgot to check in the ft2/ headers themselves, but they
	are not used in the current codebase anyway. Are added in next
	dump. Also there is use of CVS/CVS-like $Keyword$ patterns in
	some files, and between their revisions and ours we fuck this up.
	Also, id ZIP files create write protected sources, have to do
	chmod -R a+w Quake3/ to work and overwrite files.

	* CVS: bk000315 modified source. This version was the 1.16n release.
	Note: the changes applied here are not in the subsequent code dumps
	of id. If you want to compile the Linux version as released you
	have to use bk-tagged versions until the patches are merged in by
	Robert Duffy.

	* CVS: id000314 engine code dump, same procedure as below, tag.
	Note: this version added vm/ sudirectories with assembly files
	for cgame, game, ui. CVS tag id000314.

	* CVS: id000304 engine code dump. Now there is a problem, as CVS
	was used in the Mac sources. Do
	  find . -name 'CVS' -exec rm -r {} \;
        before cvs update, then tagged:
	 cvs -d /loki/cvsroot/ tag id000304 Quake3/

	* CVS: checked in a source snapshot of the id00303 engine code
	and the id0003029 tools code. The tool sources are not fully in 
	sync, and we have only partial source from earlier engine revisions.
        The engine source marks where Loki took over from Dave Kirsch.
        This snapshot (with all temporary and bogus files) is imported
        and tagged using:
          cvs -d /loki/cvsroot import Quake3 id000303 initial

        Modules:
          code:      the Q3 engine code, including a jpeg-6/ copy
          common:    code shared by tools
          libs:      code shared by tools, inlcuding a jpeg6/ copy
          q3asm:     VM bytecode assembly 
          q3data:    misc. Q3 data conversions
          q3map:     BSP builder
          q3radiant: Win32 editor, as is
          lcc:       C compiler for q3asm

        The sources have not been cleaned up, and binary files have not been
	removed. The Q3Radiant code base might exhibit mixed case asmbiguities
	in the future, and future source dumps might come from SourceForge
	instead.

2000-04-25  Bernd Kreimeier  <bk@lokigames.com>

	* q3code.id000425/unix/Makefile: relative path, relocatable.
	Note: first code merge with id, finally :-).

2000-04-24  Bernd Kreimeier  <bk@lokigames.com>

	* q3code.bk000422/unix/matha.s: in C(BoxOnPlaneSide)
	the following line triggers assembler warning: 
	"missing prefix `*' in absolute indirect address, maybe misassembled!"
	  jmp Ljmptab(,%eax,4)  
	

	* q3code.bk000422/unix/Makefile (MOUNT_DIR): rember to change.
	TODO: fix this bloody Makefile to be relocatable, damnit.

	* q3code.bk000422/cgame/cg_event.c: applied JCash fix again
	(see EV_EVENT_BITS below). Send e-mail to verify.

	* q3code.bk000422/renderer/tr_image.c: "../jpeg-6/jpeglib.h" again.
	
	* q3code.bk000422/: created from the id dump of today, lacking
	all but one of my changes (sigh). Swapped unix/ competely, takes
	care of 90%. Submitted all changes again to Robert...

2000-04-19  Bernd Kreimeier  <bk@lokigames.com>

	* q3code.bk000315/unix/linux_glimp.c (GLimp_EndFrame): 
	QGL_EnableLogging( r_logFile->value ) doesn't work?

	* q3code.bk000315/unix/linux_qgl.c:  GLimp_LogNewFrame() is 
	obsolete. QGL_EnableLogging was out of sync with Win32 and
	did not support the new framecounter decrement logic.

2000-04-03  Bernd Kreimeier  <bk@lokigames.com>

	* q3code.bk000315/server/sv_snapshot.c: svs.nextSnapshotEntities
	is a signed integer unconditionally incremented, which gets
	negative and causes a segfaulting indexing an array. Added reset
	to counter. Might fail if snapshot numbers are supposed to
	monotonically increase.

2000-04-02  Bernd Kreimeier  <bk@lokigames.com>

	* q3code.bk000315/client/cl_parse.c (CL_ParseServerMessage): 
	assert(0) on Illegible message (remember to +set in_mouse 0).
	TODO: have to add a dump message function, it's unreadable.

	* botlib/be_ai_goal.c (InitLevelItemHeap): loop counter -2
	left -2 with uninitialized next, and -1 disconnected. Removed
	redundant memset. There is an item alloc leak I suspect, as
	max_levelitems 1024 merely delayed the overflow error.

2000-04-01  Bernd Kreimeier  <bk@lokigames.com>

	* botlib/be_ai_goal.c (InitLevelItemHeap): still segfaults.
	Not memsetting the entire item heap. As items are cleared
	on return, that leaves only memory corruption?
	Later: upped max_levelitems from 256 to 1024
	Later: client dies on connect:
	  Error: CL_ParseServerMessage: Illegible server message 255


2000-03-31  Bernd Kreimeier  <bk@lokigames.com>

	* botlib/be_ai_goal.c: initializing global vars.
	Segfault in AllocLevelItem () 
	  at /home/bk/Games/Quake3/q3code/botlib/be_ai_goal.c:364
        I suspect that the initial freelevelitems setting is at
	the end of the list and eventually exposed.

	* cgame/cg_event.c: according to Johmn Cash: 
	 itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0
        Quote: "This causes itemNum to be invalid about half the time, 
	preventing any client side effect tied to the item from occurring."
	
2000-03-06  Bernd Kreimeier  <bk@lokigames.com>

	* qcommon/common.c: set pushEvent buffer and indices
	to zero in Com_Init().

	* q3code/qcommon/qcommon.h: made SE_NONE (and for paranoia
	also NA_BOT) explicitely set to zero.

2000-02-27  Bernd Kreimeier  <bk@lokigames.com>

	* unix/Makefile: added dmalloc in an attempt to get on
	the Z_Free bug. Futile. Despite stripping dmalloc debug
	token down to essentials, I get a (seemingly bogus or
	unrelated):
	  debug-malloc library: dumping program, fatal error
          Error: possibly bad .c filename pointer (err 24)

	
2000-02-26  Bernd Kreimeier  <bk@lokigames.com>

	* qcommon/common.c: various debug builts to isolate the
	Z_Free bug. It reproducibly happens on some machines
	with SE_PACKET, but the packets themselves look
	thoroughly corrupted.

2000-02-21  Bernd Kreimeier  <bk@lokigames.com>

	* qcommon/common.c (Com_EventLoop): possible problem
	here, pointer does not get cleared.

	* unix/linux_glimp.c (InitSig): no signal handler.
	* common/common.c: dump in Com_Error for debug.

2000-02-17  Bernd Kreimeier  <bk@lokigames.com>

	* q3code: new dump from Zoid. Repeat tr_image.c fix.

	* unix/Makefile: added client/snd_adpcm.c (linkage errors).
	Later: added entire JPDIR and rules, for tr_image.c. 
	Later: had to fix fules for game/ai_*.c files.
	Later: removed ui/ui_quit.o (n/a)
	Later: took out -mpentiumpro -march=pentiumpro 

	* renderer/tr_image.c: windowism in #include path (see below).
         #include "..\jpeg-6\jpeglib.h"

1999-12-27  Bernd Kreimeier  <bk@lokigames.com>

	* Alpha: tried a dedicated server compile. Segfaults in
	../qcommon/files.c:1682, a paksort function doing pointer
	fiddling.

	* Makefile.alpha: created.
	Note: want to take the SDL/Setup autoconf ASAP.

	* unix/unix_main.c: fixed __axp__ to __alpha__, guarded
	_FPU_SETCW.

	* qcommon/vm_alpha.c: dummy, created.
	* qcommon/vm_null.c: dummy, created.

1999-12-04  Bernd Kreimeier  <bk@lokigames.com>

	* renderer/tr_image.c: windowism in #include path.
         #include "..\jpeg-6\jpeglib.h"
	
	* Revision 1.11: from Zoid by e-mail.
	Note: threw away my playground copy, starting with the
	ZIP file. Zoid's using CVS now, but we can't remote
	access it. Thus did the
	 "find . -name 'CVS' -exec rm -rf {} \;"
	and then track it as 3rd party source by
	

	* ChangeLog: created. Now starting to track Q3A source.

--------- q3code log ---------------------------------------------