Network code: improved fragmented messages handling map
change while client loads map no longer causes an 'Invalid
.PK3' error map_restart while client loads map no longer
causes a reload fixing donedl being ignored after autodl
if map_restart'ed
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_??'
Added mousewheel support in the console: wheel to scroll,
ctrl+wheel to scroll faster, shift+wheel to scroll history
UI in baseq3/ and missionpack/ for PunkBuster configuration
punkbuster server in server creation dialog (sv_punkbuster)
punkbuster client in server browser (cl_punkbuster) added
PB Yes/No to the browsers
Removed obsolete MPlayer UI stuff
Bumped server browser to handle up to 4096 servers
IP maintained in userinfo
cl_guid in userinfo (as part of PB integration)
Printing ports as unsigned ints, no longer printing negative
port numbers
Cleaned up the legacy IP banning code use * for IP pattern
matching now instead of 0 (fixes some confusion) ex: 192.246.12.*
made it safe from overflowing and crashing NOTE: using PunkBuster's
banning system is advised instead though
rcon: some fixes to the buffering to avoid overflowing
and dropping parts of the message
rcon: now supports quoting /rcon g_motd "foo bar"
Added SVF_CLIENTMASK (0x00000002), works only with <=
32 players set bitmask of players to which send entity
Pushed cl_maxpackets upper limit to 125
Added [skipnotify] from RTCW, use to display in the console
only, but not on client screen (also fixes pb_msgprefix
and pb_sv_msgprefix)
New cvar sv_lanForceRate (defaults 1): forces LAN clients
to the maximum rate instead of accepting client setting
(1 is the default behaviour, backward compatible)
New cvar sv_strictAuth (defaults 1): server side variable
to control wether strict CDKEY auth should be performed
with the auth server this is required if you want reliable
cl_guid for the server (for users tracking)
Filesystem: client re-orders it's pk3s according to the
order given by server (fixes some 'Invalid .PK3 files referenced'
situations
Fixed invisible entities/players bug (thanks goes to
Rick Johnson / Raven for this one!)
Update x86 VM code (better and safer optimisations) (Richk
Johnson / Raven too)
Clearing client gentity before GAME_INIT call
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)
Added trap_FS_Seek
Renderer fix: if client game code registers a shader
after drawsurfaces are generated but before frame is rendered
had a one