- Updated AUTHORS file.
- Added THANKS file, with the names of all the people who
sent in bug reports, contributed code, helped test quake2,
and so on.
- Added the NEWS file for the 0.1 release.
- Added resolutions for the Sony Vaio Pocketbook and the
Apple Titanium Powerbook, as well as a note in HACKING for
people wishing to add their own resolutions. (Closes#33)
I have an idea involving querying the X server for supported
resolutions at runtime, or through some API that we can
use to do it portably (to SVGA/3dfx/Win32).
it to 1 to enable stencilbuffer shadows. (Turn gl_shadows
on first!) Based on MrG's tutorial on quakesrc.org, but
hacked a bit to work for GLX instead of Win32, and is a
bit more robust (won't die if it can't get a stencil
buffer).
- Updated TODO list to reflect this change.
VA_LIST_IS_ARRAY. Currently not needed, but I suspect we
may need them as we gain functionality; cf. dstring.c in
quakeforge.
- Updated configure.in to check for above tests.
- Updated TODO list noting the va_list audit.
project.
- Added HACKING for developer notes.
- Updated README to be more of a README.
- Updated TODO list.
- default don't build xatrix and rogue
- rolled back save game changes from 6 days ago, as they
suck. Save games are a complex beast and need someone to
redesign them so that they aren't tied to a particular
build. In the meantime, though, I'm not losing any sleep
over it, there's a note in the README about it, so time to
close this bug. (Closes: #15)
- commented out savegame check, which lets you use old
savegames. I'm not closing the bug, as I'm not convinced
it was this easy -- if the game data changes, then the
savegame data is invalidated, so in theory one should
check for game data version instead of binary version.