3.0.3.9
Changes/Additions:
------------------
Added:
 > Character voices! See documentation in "sound/voice/player/*". Use by saying $phrase [varinat] [recipient name] (e.g. "say $taunt -1 Mr.Driller").
 > Added more sentence variations.
 > Added auto-completion for many server commands.
 > DEV: lots of input and design sanity checks that can help mappers and mod makers detect mistakes earlier.
 > MAP: CO_ArcticIncident00 slippery roofs.
 > CL: HUD: added support for named flags in CTF.
 > CL: ability to search rendersystems by radius from view point.
 > SV: virtual AI sounds now follow entities allowing monster to track moving objects.
 > SV: env_explosion now havs target field.
 > SV: mp_adddefault now allows adding random N weapons when set to 4 or more.
 > SV: sv_spectatormaxspeed now controls maximum speed of observers.
 > SV: sv_specnoclip to control observers ability to fly through walls (spectators have to change mode if this changes online).
 > SV: sv_allowbunnyhop to allow mega bunny jumping.
 > SV: added hud_menu entity, but still only formally (UNDONE).
 > SV: material hardness property, affects landing damage.
 > SV: material friction modifiers, affects walking speed.
 > SV: "givearmor" cheat command.
 > SV: scripted_sentence "pitch" parameter.
 > SV: players now slide down slippery surfaces.
 > SV: screen shake (explosions, earthquakes) now affects weapon spread factor.
 > SV: plats and trains make noise that AI can hear (only if real sound is present).
 > SV: monster_human_assassin more fair and realistic step sounds, depend on running/walking and left/right foot.
 > SV: model event SCRIPT_EVENT_SENTENCE_RND1 (1009) not uses probability defined in its options as value 1..100.
 > SV: server now executes scripts/gamerules/
 > SV: support for custom damage in many monsters code ("Damage1/2" kv), leave it 0 to use default skill-based values.
 > SV: mp_coop_transferdroppeditems to return all dropped items to their owners at the end of the map.
 > SV: sv_replaceentities to replace one type of entities (even unknown) with another (format: "old:new;old:new;...").
 > SV: sv_nodegraphreport to explicitly enable/disable generation of .nrp files.
Improved:
 > Updated the Command Menu.
 > CL: higher limits and better error handling when creating command menus.
 > CL: particle system code general logical optimizaitons.
 > CL: particle system now has separate weight for each particle.
 > CL: "too many particles" error hidden to dev level 3.
 > SV: map cycle code rewritten, much safer and more logical.
 > SV: xen_plantlight now reacts to damage.
 > SV: fair way of spawning players in LMS/RG by adding individual spawn delay and removing penalties in case of spawn-death.
 > SV: reduced number of s2c messages to only one event per explosion effect.
 > SV: node graph generation is a little faster.
Fixed:
 > Picked weapons won't be auto-selected if player has satchel detonator active.
 > world3.wad/{grt02al texture seams.
 > glow04 ugly borders.
 > Bad sound names in some sentences.
 > MAP: CO_ArcticIncident minor architecture fixes.
 > MAP: CO_ArcticIncident "snow" texture conflict.
 > MAP: CO_ArcticIncident lots of other fixes along with improvements.
 > MAP: c2a5 func_water design errors fixed by new patch.
 > CL: fixed fullscreen spectator map drawn over players on maps with all architecture below 0.
 > CL: bugged engine's IsNoClipping() function replaced by own. Fixes wrong view drifting while noclipping.
 > CL: Some effects were not drawn parallel to surfaces as intended (SQB).
 > CL: Award name localization in statistics window.
 > CL: player view cone image on the minimap was displayed inverted.
 > CL: reduced memory usage for player statistics, g_PlayerStats is now also 0-based.
 > CL: VGUI windows not closing upon disconnection or other situations.
 > CL: MOTD text missing a new line character.
 > CL: weapon zoom crosshairs (non-fullscreen).
 > CL: wrong behavior of rendersystems with framerate 0 and frame != 0.
 > CL: crash when client is disconnecting while mouse seleciton mode is enabled.
 > CL: HUD messages with effect 1.
 > CL: added duplicate hud_timer checks to avoid accepting new timer while having another one active.
 > CL: glass, meat and concrete shards no longer jump like crazy.
 > CL: weapon selection activated during intermission or in spectator mode.
 > CL: weapon selection slipped to next slot after last weapon in current slot.
 > CL: TEMPENTITY overflow on studio model events when game is paused.
 > CL: weapons were not selected automatically after being picked up if player had previously no ammo for them.
 > CL: spectator inset window mode switching.
 > CL: weapon priority configuration parsing.
 > CL: CHudAmmo::InitWeaponSlots() now has more safety checks and also immediately fills weapon structures (fixes wrong weapon slots on first spawn).
 > CL: CPSCustom wrong PointContents checks.
 > CL: CParticleSystem now allows mixed flags of particles (normal, oriented, vertical).
 > CL: CParticleSystem sometimes did not display last sprite frame.
 > SV: monster_alien_controller generated enormous traffic.
 > SV: memory corruption if path_corner and path_track were mixed together in one path.
 > SV: Ammo, items, weapons were not respawning correctly when mp_defaultitems is empty.
 > SV: Important/quest items were removed when player was disintegrated, telefragged or disconnected.
 > SV: Weapon box counted weapons even if they were not unpacked to player.
 > SV: Ammo of exhaustible weapons was added while weapons were not.
 > SV: RPG rocket wrong angles and taret loss (SQB).
 > SV: "GetNextBestItem(%d) == WEAPON_NONE!" warning that was caused by bad weapon status on server.
 > SV: Entities no longer respawn after being deleted by action command.
 > SV: RPG could be put away while still guiding a rocket.
 > SV: fixed player getting stuck while standing on a headcrab.
 > SV: fixed SelBestItem message flood when player has all weapons empty.
 > SV: autoaim code now really works as it should and much faster.
 > SV: global entity restore failure.
 > SV: fixed engine stop when invalid sequence was specified for an entity.
 > SV: all rules entities (CRuleEntity) now have SF_NORESPAWN flag set by default.
 > SV: items created by world_items (legacy) had their spawnflags erased/replaced.
 > SV: trigger_teleport m_hLastTargetSpot fieldType.
 > SV: fixed black hole disintegrating same objects multiple times.
 > SV: fixed potential env_sound crash and significantly improved performance.
 > SV: func_friction on dm_jap_icetemple is visible again.
 > SV: turrets logic, positioning, minimum aiming angle, added workarounds for poorly placed entities and models with bad eye position.
 > SV: monsters were ignoring "gag" flag (HLBUG).
 > SV: entfile was integrated during load of a saved game.
 > SV: reduced save/restore buffer use by removing and compacting entity properties (breaks some old saves).
 > SV: amount of blood drips during gibbage is now related to gib count.
 > SV: razor blades now get stuck in entities with blood color.
 > SV: xen trees and other objects now behave more accurately and also have gunshots handled better.
 > SV: monster_tentacle now uses global hearing method and hears better.
 > SV: sv_zmax reset after returning to previous map.
 > SV: reduced weapon offset constants for monsters.
 > SV: optimized monster projectile calculation code.
 > SV: optimized monster_alien_controller math code.
 > SV: reduced monster_human_assassin step sounds and also fixed sound logic.
 > SV: monster_flyer_flock now accepts custom model, class and render parameters for its monster_flyers. TriggerCondition can also be used now, but it is only transferred to squad leader.
 > SV: trigger_cdaudio crash when pActivator is NULL.
 > SV: func_tank aiming problems (angles, distance).
 > SV: func_tank with non-solid flag set could not rotate.
 > SV: multisource flag (1) incompatibility with map c2a4e (used there by mistake?)
 > SV: human monsters considered bits_SOUND_MEAT and bits_SOUND_CARCASS food too.
 > SV: monster try to find cover from danger even when there are no nodes on the map.
 > SV: fixed dead monsters exploits with out-of-bounds array reads (design).
 > SV: added flood protection for various talk functions.
 > SV: AI: monsters now can open doors dynamically, regardless of nodes (waypoints).
 > SV: displacer doesn't require tracking of target until fire anymore.
 > SV: ammo_fueltank remained visible after detonaiton.
 > SV: barnacle code improved, added support to ACT_MELEE_ATTACK1.
 > SV: players disappeared without dropping items when dying last time in LMS.
 > SV: weaponbox collision size and logic.
 > SV: monster_apache did not disappear after final explosion when respawning was enabled.
 > SV: beam rifle decals (server sent coordinates too far from target wall).
 > SV: typo in plasma gun code.
 > SV: env_shooter/gibshooter accepted wrong values. Test case: Feculence_b6
 > SV: division by zero error with bad func_breakables. Test case: c1a0c gbreak1
 > SV: multi_manager that fires some entities that eventually delete the manager itself situation. Test case: c1a1 dethvmm
 > SV: .ENT files were not loaded properly and entities were missing.
 > SV: func_plat trigger volume was not set properly and some plats weren't working.
 > SV: status bar was showing dead monsters.
 > SV: ladder step sounds were not played because func_ladders were not sent to client playermove_t.
 > SV: fixed monster_apache constantly flying upwards without path.
 > SV: fixed printlevel in CMultiManager::ReportState()
 > SV: weaponbox lifetime now disabled only in COOP_MODE_LEVEL (where it's really important) to prevent overflow in other modes.
 > SV: Sound directories were in upper case for nihilanth sounds.
 > SV: User rights are now added to user info string and shown in "user" command.
 > SV: Added mp_mapcompat_setteamcolors.
 > SV: Improved OP4CTF compatibility, added rules autodetection.
 > SV: Added HLECTF compatibility and autodetection.
 > SV: Added CCTF compatibility. Requires mp_gamerules to be manually set to CTF.
 > SV: controller_energy_ball, controller_head_ball and nihilanth_energy_ball will not be respawning and use less resources.
 > SV: Weapon registry was not sent in time to players in LMS (server side).
 > SV: Train and func_trackchange/func_trackautochange were not interacting (c0a0d)
 > SV: func_tracktrain base class KeyValue() fixed.
 > SV: path_track and func_tracktrain now have custom ReportState() to be used with search|info commands.
 > SV: New func_button and func_door code with proper states allows doors to be used as masters.
 > SV: info_capture_obj now uses proper animaitons and more common code.
 > SV: Displacer and other weapons autoaim reset.
 > SV: cycler now uses CBaseAnimating code.
 > SV: CBaseAnimating now checks if bad render mode (kRenderGlow) was specified for a studio model.
 > SV: BOT: bots stop attacking friends immediately when used by players.
 > SV: BOT: minor security issues.
 > ALL: Fixed parsing functions to prevent overflows.
 > ALL: Fixed parsing of unquoted values followed by comment.
 > ALL: Fixed bug where empty files were not detected as existing.
 > ALL: General code optimization, clanup of error-prone constructions.
 > ALL: Less includes to speed up compilation and project load time.
 > ALL: COM_Parse did not work with multiline comments.
 > ALL: Error fixed: "ASSERT FAILED: i == 0 HSL2RGB: bad Hue specified!" because of wrong range normalization algorithm.
 > ALL: Vector class header (vector.h) made completely independent so it can be included by any external projects.
 > ALL: Improved stability in unexpected situations like disconnection.
 > ALL: Changed LoadFile() default behavior so it tries loading from base directory if mod directory fails (fixes missing map.txt in MOTD).
 > ALL: Less errors and warnings are displayed in the console.
 > ALL: Fixed some szFmt.
Changed:
 > RPG primary attack now detonates currently guided missile.
 > Brought back the hivehand gun.
 > MAP: CO_ArcticIncident00 entry door no longer requires crouching.
 > DEV: light, ambient_generic, func_tank, func_charger (all chargers) can be masters now.
 > CL: IMPORTANT: changed (fixed) particle movement formula that requires fParticleWeight to be changed about -1000x!
 > SV: DEV: IMPORTANT: fields "attackdelay[1-2]" are renamed to proper "attackinterval[1-2]"! Because attack delay is a different thing (time from button press to actual shot/hit, ussed by melee weapons).
 > SV: IMPORTANT: save/restore data and methods were changed. Implies saved games incompatibility. Sorry.
 > SV: by default env_laser beams ignore glass (used by func_tanklaser)
 > SV: acid balls are now attached to players and monsters and inflict damage until explode.
 > SV: plasma balls can now be damaged by beams.
 > SV: checkpoints (trigger_autosave) are now allowed in coop "sweep" mode (mp_monstersrespawn 0).
 > SV: squeakbox is now pushable.
 > SV: tanks cannot be used while frozen.
 > SV: displacer now remembers target while charging in primary mode, to cancel target turn away and press ATTACK2.
 > SV: cycler is now just an alias for env_static.
 > SV: non-referenced weapons (e.g. dropped by monsters) are now droppable and packable un CoOp regardless of mp_dropdefault cvar.
 > SV: mp_dropdefault now only affects weapons dropped during death.
Removed:
 > Removed shotgun silly double shot, now secondary attack is just faster and less accurate.
 > ALL: Removed all useless ducking prevention code that used pev->iuser3.
Known bugs:
 > CL: IN_SCORE bit is now NOT sent to server to prevent some strange packet flood.
 > CL: if IN_ATTACK pressed while score panel is active, it continues after the panel is closed.
 > CL: non-vp_parallel sprites may be displayed (rotated) incorrectly in client-only mode.
 > CL: HL crashes when models/player.mdl has T-model (external textures).
 > SV: dropped weapon boxes or weapons that are spawned inside their owners continue to fall through the world.
 > SV: crash if gluon/other weapon beams are active during level change.
 > SV: func_trackchange is made non-solid to prevent glitches in multiplayer.
 > SV: client cannot see entities if trigger_camera is in different room (cut off by PVS).
 > HL: Stupid Quake Bug(tm) may still be affecting something.
 > HL: headcrab model has animation with ACT_MELEE_ATTACK2, but it has no "bite" event so "melee" attack is disabled in the code.
 > HL: level change may hang on some complex singleplayer mods like Hazardous-Course. The cause of this bug is still unknown.
To be done:
 > Real flame.
 > CoOp spawn spots and description files for Half-Life maps.
 > Achievements (requires a player profile).
3.0.3.8
Changes/Additions:
------------------
Added:
 > CL: Scripted Render System. Documentation in "/docs" and "/scripts/rendersystem".
 > CL: level of detail for player models, it changes every "r_lod_dist" units.
 > CL: statistics window now shows combo and award titles.
 > CL: at the end of a match you can view statistics of every player.
 > CL: letters as hotkeys in command menus.
 > CL: ability to temporarily change score panel title.
 > CL: close delay for message windows (yes, to make people actually read MOTD).
 > CL: GUI buttons now can play different action sounds depending on action result.
 > CL: button shortcuts in spectator menu (arrows, "o", "c").
 > CL: bubbles to beam rifle explosion.
 > CL: custom "ammo" entity, to be used with "maps/mapname_ammotypes.txt" and "maps/mapname_hud_ammo.txt".
 > CL: notification when a player exits spectator mode and joins the game.
 > CL: ability to scroll text in VGUI windows using mouse wheel (sometimes loses focus though).
 > CL: v_inset_bounds controls size of the minimap/overview window, format: "X Y W H" in percents.
 > CL: studio model event 5005 "set skin" (used by some new viewmodels).
 > CL: new damage types and sprites.
 > CL: long jump module icon is now saved/restored properly.
 > CL: weapon p_ model changes body/skin along with the v_ model, IT MUST HAVE SAME NUMBER OF BODYGROUPS and texturegroups to work.
 > CL: 
 > CL: fallback to TEMPENTS if RenderSystem is disabled for static architecture.
 > SV: user rights management ("modrights" command) - allows certain players to gain special rights like execution of developer commands. Rights: player, mod, admin, dev.
 > SV: ability for multiple developers to work simultaneously (most developer commands now work independently for different clients). For example, "mycoordedit" won't interfere with other client's coordinates.
 > SV: more virtual AI sounds, monsters react to them.
 > SV: certain skyboxes can block air strikes: add them to "scripts/sky_no_airstrike.txt"
 > SV: death sounds to scientists.
 > SV: env_shake can now have permanent effect (duration 0) and be toggled.
 > SV: hud_timer (point entity) which adds a large timer to players HUD.
 > SV: trigger_secret (point entity) which affects player's statistics.
 > SV: (map design) console entity actions as targets in ALL entities! (e.g. target == "#mymonster set renderamt 127" or "#mytarget rotate "0 90 0"")
 > SV: (map design) func_wall* now have targets.
 > SV: (map design) func_illusionary can now be toggled. Use effect EF_NODRAW as "start OFF" option.
 > SV: (map design) doors can have their "distance" changed dynamically.
 > SV: (map design) breakables can now have anything as "spawnobject".
 > SV: (map design) env_beam now have "target" field which is fired on every strike.
 > SV: (map design) monstermaker can now clone selected (with targetname) monster. Great for customization.
 > SV: (map design) support for KillTarget on path_* entities.
 > SV: (map design) support for custom materials using maps/mapname_materials.txt (overrides global materials).
 > SV: (map design) support for custom models on all weapons!
 > SV: (map design) support for custom sounds on func_trains, doors, buttons, mortar_fields.
 > SV: (map design) support for custom gib count, health, score and blood color for monsters.
 > SV: (map design) trigger_teleport supports multiple targets with the same name (helps preventing players from teleporting into each other).
 > SV: (map design) trigger_teleport can now be a point entity without model and be used only by name.
 > SV: (map design) custom env_projectiles can have size, different move types, 
 > SV: (map design) detection of game rules based on internal map property "gameprefix" (does not override file name prefix).
 > SV: (map design) team start delays to the world (teamstartdelay1...4 keys).
 > SV: (map design) "airstrikepolicy" - allow or forbid use of airstrikes on this map (useful for xen maps). "black" and "xen" skynames disable airstrikes by default.
 > SV: (map design) custom capacity for batteries and medkits.
 > SV: (map design) ability to set custom models to items, monsters and many other things.
 > SV: (map design) check for all monsters to have proper body groups set.
 > SV: (map design) team restriciton to rules entities (like game_player_equip, game_zone_player, game_player_hurt, etc.).
 > SV: (map design) player_weaponstrip team restriction, "once" and "everyone" flags.
 > SV: (map design) support for studio models for all wall-mounted chargers (uses 2 skins, 2 sequences, 1 controller), just paste classname into editor.
 > SV: (map design) talking monsters can now have custom sentence prefixes (like "BA" or "SC").
 > SV: (map design) bullet modes to weapon_custom (requires damage to be set).
 > SV: proper music track save/restore, including currently playing track or playlist.
 > SV: AI: headcrabs can bite when sitting on victim's head.
 > SV: material-based hit velocity adjustment for breakables.
 > SV: mp_pickuppolicy controls which dropped weapons can be picked up (0-all, 1-owned only, 2-owned by friends).
 > SV: sv_bullet_distance cvar for server administrators. Sniper rifle multiplies it by 2.
 > SV: sv_tau_velocity_mult cvar to tune weapon_gauss recoil velocity.
 > SV: class CLASS_HUMAN_MONSTER, used by zombies.
 > SV: talking monsters now comment on hearing suspicious sounds.
 > SV: game_score flag to award everyone.
 > SV: CoOp: ability to keep score across maps to make the competition even tougher (mp_coop_keep_score).
 > SV: CoOp: players now respawn in positions where trigger_autosave was activated for them last time.
 > SV: CoOp: after level change players spawn only at spots that match used landmark (it it was set by designer).
 > SV: revenge on monsters in CoOp.
 > SV: sk_osprey_health skill cvar.
 > SV: trigger_autosave visible and works in CoOp games.
 > SV: players now may change weapons while current weapon is holstered (even while on ladder).
 > SV: SF_ITEM_NOFALL (200) flag to all items so they are not dropped to the ground from the initial spawn spot.
 > SV: custom maximum armor in multiplayer.
 > SV: unlimited number of func_rotating sound presets (sound/fans/fan#.wav, fan#on.wav, fan#off.wav) + start/stop sounds.
 > SV: developer commands: searchents, searchradius, searchindex, searchforward (run without arguments for usage info).
 > SV: "set keyvalue" from whatever command now accepts entity pointer fields as entity indexes.
 > SV: mp_maxteams cvar to use in map_pre.cfg configs (resets to 0 on every level change).
 > SV: mp_playerstarthealth and mp_playerstartarmor cvars.
 > shake effect is reduced by 80% if travelling across liquid/air border.
 > XBM: -modsvdll command line parameter to specify mod server DLL name (available only if compiled with SVDLL_NEWFUNCTIONS)
 > env_static colormap (special textures) is set according to rendercolor.
 > New co-operative campaign - Arctic Incident.
 > ITEM_FLAG_IMPORTANT which prevents weapon from being lost... hopefully.
 > "Distant shot" event/stat.
 > (dev) Ability to place non-precached entities on maps by unchecking "create now" box.
 > plasma balls water hit effects.
 > weapon_sniperrifle - lots of people requested it.
 > weapon_disklauncher - shoots rotating razor blades that bounce off hard surfaces.
 > weapon_bhg - black hole generator, primary fire charges automatically half a clip, secondary may charge full clip.
 > Damage types: DMG_MICROWAVE - distorts HUD, DMGM_DISARM (mask) - prevents player/monsters from shooting.
 > Many more death notice sprites (tanks, doors, trains, turrets).
 > Ability to show ANY entity on the map. But no distinction yet (HL limitation).
 > New AudioTrack system which allows saving and restoring track position (works only for external player, not HL CD/MP3 player).
 > sk_dmg_mortar for monster_mortar on maps.
Improved:
 > CL: added measure tool to Mouse Manipulation Modes.
 > CL: updated FMOD library to version 3.75, added Linux and x64 support.
 > CL: replaced old voice icons based on client entities with new simple 3D icons (faster, less memory, animated, auto render modes).
 > CL: replaced old displacer ball effect (engine particles) with new RS-based one.
 > CL: screen shake effects apply on all views including 3rd person camera and spectator.
 > CL: ammo sprites are loaded all at once reducing the overall loading time and improving stability.
 > CL: removed CHudTextMessage class (the message itself is handled in CHudMessage instead).
 > CL: tuned default weapon priority list (hud_weapon_priority).
 > CL: spectator panel rewritten (faster, static memory allocation, safer).
 > CL: GUI menu buttons are properly highlighted when used by keyboard shortcuts.
 > CL: new GUI window handling system (windows can now control order of appearance based on different factors).
 > CL: gravity is now applied to client objects too (also discovered another HL bug).
 > CL: software mode support (at least it doesn't display errors).
 > CL: env_static no longer precaches models on the server!
 > CL: removed large unnecesary memcpy() and duplicate data.
 > SV: Linux compatibility.
 > SV: multisource: added check for existence of user entities to avoid becoming disabled forever.
 > SV: AI: talking monsters.
 > SV: AI: monsters get angry at attacker like in oldschool games.
 > SV: AI: barnacles throw up gibs of last monster they've eaten, even if it had custom gib model.
 > SV: AI: barnacles eat corpses, projectiles and accumulate gibs according to the prey size.
 > SV: added more crash protection to engine callbacks.
 > SV: new powerful game rules autodetection system which uses mp_gamerules, mp_maprules, map name prefix and world key in described order.
 > SV: game_team_set completely rewritten and should work for everything including players.
 > SV: breakable sounds are now played as loud as hard it was hit.
 > SV: breakables can no longer obstruct spawn or teleport spots, they will break.
 > SV: virtual sounds (which monsters hear) are no longer overloading the server.
 > SV: player invalidation on connect/disconnect reduces "killed by #Y$*R@(^$T(@*^&G" (random string) and many many other errors.
 > SV: func_tracktrain looks for "target" instead of doing nothing when "lost path".
 > SV: displacer teleporter react to various projectiles (even nihilanth teleporters) more aggressively.
 > SV: reduced number of precached sprites thus allowing to place more models on maps.
 > SV: new string storage mechanism for classnames - prevents lots of possible engine crashes.
 > SV: player HUD is now hidden when trigger_camera is active.
 > SV: beamrifle no longer shoots through transparent metal breakables (advanved manual detection of glass).
 > SV: item/ammo/weapon fall-through-floor prevention mechanism (still no guarantees though).
 > XBM: major code cleanup.
 > XBM: bots now know which weapon fire mode is for shooting and which is not (switching, zooming, etc.).
 > Player no longer tries to jump out of the water like mad automatically without pressing the JUMP or MOVEUP buttons.
 > Increased limits to map-related string lengths (materials, overview names, etc.)
 > Merged static models for DM_Tropic maps to greatly improve performance and reduce memory usage.
 > DM_Odin and other maps overview.
 > On many maps spawn spots were moved higher in the air so players occasionally passing by won't be killed by spawning players.
 > Added more textures to materials.txt
 > Added new detail textures, reworked some old detail textures.
 > ls/sv_dir/svls commands are more secure and do not allow path redirection.
 > Some models now have "bright" textures (currently visible only in Xash3D).
 > Holstering weapon works even better than before, now mostly on client side.
 > Code is much more secure than before. Most potential buffer overflow errors are eliminated.
 > Many more compiler optimizations.
 > The game allows now really big time and score limit values.
 > Angle normalization routines.
 > Moved crossbow bolt hit code to client event.
 > Repainted pgflare2.spr to have more high definition look.
 > Many test/example maps were updated.
 > More sprites converted to vp_parallel_upright to look better in game.
 > More singleplayer mods were tested.
 > More multiplayer maps were tested (over 4000!).
Fixed:
 > Stupid Quake Bug(tm). Enough said. Unfortunately, some of it left inside HL engine (example: player's pitch in 3rd person view).
 > Shared events like longjump and fall are now played properly (another HL bug).
 > ShouldCollide is no longer used due to HL engine bug.
 > CL: sensitivity did not change until restart.
 > CL: temporary entities disappeared and reappeared on complex maps.
 > CL: camera angle during intermission.
 > CL: MsgFunc_SelBestItem is now cached and works during respawn.
 > CL: potential buffer overflow when loading map description files.
 > CL: interception of +USE command in spectator UI prevented players from joining LMS.
 > CL: minimap/overview now shows default grid when no image available.
 > CL: bad time limit value in the MOTD window.
 > CL: bad window titles (MOTD, team menu).
 > CL: bad "chooseteam" window buttons in non-teamplay.
 > CL: ammo HUD: sometimes clip was displayed even if current weapon had none (like grenades).
 > CL: ammo HUD: fixed selector close timeout not reset while user is changing weapon buckets.
 > CL: lots of spectator UI bugs.
 > CL: crosshair stuck after deselecting a weapon.
 > CL: hud distortion effect persisted after changing map in multiplayer.
 > CL: HUD pickup images for weapons without ammo were not shown if picked up first.
 > CL: geiger counter persists no longer after map change.
 > CL: GUI menus wrong sounds and incorrect behavior.
 > CL: "game saved" and possibly other engine messages are working once again (length = 0).
 > CL: hud_centerid is now working for all lines, text can't go outside screen coordinates.
 > CL: buffer overrun error while parsing long map intro message (MessageDrawScan).
 > CL: no cancel button in team menu in non-team games and sometimes no auto button.
 > CL: kb keys do not work in team menu in spectator mode.
 > CL: crash during loading if game window wasn't focused (HL VGUI bug).
 > CL: maximum battery value was not updated correctly (caused indicator display bugs).
 > CL: some bullet/hit effects on the sky.
 > CL: g_pClientWeapons size mismatch.
 > CL: potential crash when someone takes revenge on a monster.
 > SV: possible crash when starting on a map inside trigger_hurt.
 > SV: AI: barnacle grab effect coud persist even after barnacle is killed.
 > SV: player no longer gets stuck in his own grenade when held for too long.
 > SV: rotating doors with "start open" flags couldn't be opened again (unsaved angles).
 > SV: weapon's target is now properly cleared after pickup to prevent re-firing after dropping and picking it up again.
 > SV: buggy HL MP3 player is overridden on server to prevent sudden chokes on map change.
 > SV: barnacles pulling eaten victims infinitely, causing them to go through the ceiling.
 > SV: non-solid func_buttons now work properly when SF_BUTTON_ONLYDIRECT flag is set.
 > SV: monster_alien_controller now falls according to world's gravity when killed.
 > SV: RPG laser dot was not removed when player dropped the weapon.
 > SV: headcrab/babycrab gibs count.
 > SV: possible crash with projectiles crossing level transitions.
 > SV: rare crash when a decal is placed during level change.
 > SV: sword made no decals.
 > SV: gauss alt-fire through breakables super damage bug.
 > SV: acid launcher stuck permanently with m_fireState = FIRE_ON.
 > SV: crash when player dies because of firing weapon.
 > SV: HUD damage save/restore.
 > SV: players dropped the only default weapon even if disallowed by game rules policy.
 > SV: garg stomp endless think code (thanks, valve! :-/ )
 > SV: CTalkMonster non-virtual overrides (HLBUG).
 > SV: crash wneh monstermaker was used for non-monsters.
 > SV: map ban list now works with "\r\n" windows text files.
 > SV: respawned monsters no longer count as dead/inexistent.
 > SV: MP5 and weapon_custom m_flTimeWeaponIdle was calculated incorrectly.
 > SV: multi_managers and other antity target call stack growth (prevented normal funcitoning).
 > SV: double pushing of entities by RadiusDamage() and subsequent calls to TakeDamage().
 > SV: targets were not activated if KillTarget was set to self (some mappers use this, c4a1).
 > SV: func_tank's first shot was accumulating while the target was lost, resulting in deadly multiple-bullet shot.
 > SV: tripmines now cannot be installed facing sky.
 > SV: tripmines did not explode when host surface is destroyed in radius mode.
 > SV: acid grenades won't stick to conveyors.
 > SV: monster_osprey engine smoke on wrong sides.
 > SV: dropped weapons/boxes are now removed by timeout even if they never touched the ground.
 > SV: if dropped weapon box is damaged and destroyed, its contents may be returned to its owner (set by server administrator).
 > SV: combo counter in statistics now shows real combos, not frags.
 > SV: game_team_master is now compatible with old zero-based "teamindex" (0 == TEAM1, 1== TEAM2, etc.).
 > SV: game_player_equip now precaches all listed items (fixes "Precache can only be done in spawn functions" error).
 > SV: monster_apache/osprey couldn't be unregistered in CoOp because it never called CBaseMonster::Killed() (HL).
 > SV: fixed game_team_master logic.
 > SV: GetBestPlayer in LMS.
 > SV: no GAME_STATE_WAITING in LMS.
 > SV: say_forward and say_private commands.
 > SV: HL: trigger_hurt firing targets after applying damage resulted in invalid pCaller.
 > SV: sudden sword and strike target malfunctions (pev->impulse conflicts).
 > SV: CSittingScientist crash when searching for someone to talk to.
 > SV: CSittingScientist is no longer pushable (by bullets, explosions).
 > SV: bad sound pitch which can crash HL engine is now detected and fixed.
 > SV: breakables weren't ignited in some cases.
 > SV: func_mortar_field missed key/value data (another valve bug).
 > SV: best weapon selection on respawn.
 > SV: players get proper score updates when awarded with negative values.
 > SV: RadiusDamage(): start inside solid! error for breakables.
 > SV: crash when beam start/end entities are destroyed.
 > SV: many monster temporary effects changed from MSG_BROADCAST to MSG_PVS where possible.
 > SV: trigger_auto changed to default USE_ON and allows only USE_ON or USE_TOGGLE, which fixes many mistakes on maps (like c5a1).
 > SV: breakables with "ceiling" material were not igniting by flame.
 > SV: beam rifle no longes shoots through breakables made of concrete or metal.
 > SV: train "occupied" after save/restore.
 > SV: monster gibs were missing sometimes.
 > SV: skyname is reset properly on level change so new map won't inherit skybox of a previous map.
 > SV: server now sends team info of players who leave the game so clients won't get wrong notifications.
 > SV: gluon gun sound is no longer interrupted by flashlight.
 > SV: player view height is wrong after using camera (HACK, the cause is unknown).
 > SV: beamrifle, grenade launcher and possibly some other weapons sometimes shot through thin walls.
 > SV: gluon beam direction was sometimes wrong.
 > SV: monster_human_grunt without bodies (test map: magnum).
 > SV: train activator was lost during save/restore process, also the HUD train control was missing.
 > SV: rewritten obsolete monster_flyer code that caused crashes on some maps.
 > SV: player score update was not sent over network if score was added added by game_score entity.
 > SV: team info_player_deathmatch in non-team DM were used improperly
 > SV: func_tankrocket direction upside down (SQB).
 > SV: player climbing ability is restored immediately after thawing (by fire, heat, etc.).
 > XBM: executing botmatch.cfg in singleplayer.
 > XBM: dev: fake client command now works properly.
 > XBM: it is no longer required to restart entire game to switch between single and multiplayer.
 > XBM: bots color randomization.
 > MDL: fixed hi-res flag model to have proper lightening.
 > MDL: fixed many environmental models like rocks to have better texture usage.
 > SV->CL WRITE/READ_ANGLE single-byte message no longer invalidates values.
 > monster ID not shown in statusbar.
Changed:
 > CL: use just "commandmenu" instead of "+commandmenu" command. It is just better, and the input code is less laggy.
 > CL: scripts/voicemodel.txt is now obsolete, just use cl_voiceiconoffset cvar.
 > CL: EV_ZoomCrosshair no takes only one sprite which combines 4 frames of the crosshair + 2 side frames.
 > CL: HEV_WEAPONNAME sentences changed to W_WEAPONNAME to allow lengthy names.
 > SV: (map design) trigger_endsection now starts intermission in multiplayer games.
 > SV: (map design) env_funnel now uses "model" for setting custom sprite.
 > SV: (map design) game_counter now switches between 0 and maximum value if USE_TOGGLE is used and any of those two values supplied.
 > SV: (map design) "gag" flag disables monster's idle sounds.
 > SV: "say_private" command is now replaced by "sayto" which allows specifying recipient either by index (#3) or by name ("ThePlayer").
 > SV: item/weapon respawn time "0" now means "don't respawn".
 > SV: there is now separate ar_grenade.
 > SV: gman is now a CTalkMonster.
 > SV: CHEAT: +USE no longer stops players when walking on ice (func_friction).
 > SV: players can no longer be killed by teleporting teammates, this prevents impossible revenge in mode 2.
 > SV: disintegrated players don't drop any weapons.
 > SV: black hole implosion effect pulls items and destroys them.
 > SV: func_tank is now CLASS_MACHINE by default.
 > SV: ALL entities now have relationship matrix.
 > SV: IsLockedByMaster() now takes pActivator in account in all places (for example, game_team_master).
 > SV: mp_noshooting no longer affects automatic (non-controllable) tanks.
 > SV: LMS rules now allow zero respawn limit.
 > SV: LMS game start conditions: server full and everyone is ready / jointime.
 > SV: "setkeyvalue" command now only operates on picked entity (mouse manipulation mode, MMM), use "searchforward" if needed.
 > SV: env_message sends messages to all players in CoOp
 > SV: game targets like "game_playerspawn" are now fired ONLY when mp_firetargets_player is > 0.
 > SV: beam rifle no longer shoots through glass, only gauss does.
 > SV: dead monsters can be gibbed by bullets too.
 > Capture objects/flags now use texture/body groups numbers equal to team IDs: 0-all, 1-team1, 2-team2, etc.
 > weapon_flame reverted back to the simple "gas lighter" mode because of countless HL limitations and invalid player angles transmission to clients.
 > Saytext does not have to start with '2' anymore!
 > Changed status bar format: now it is printed as it is in titles.txt.
 > Moved all CBasePlayerWeapon code to game_shared to be used by both server and client DLLs.
 > Moved lastinv and _sw commands from server to client side. Improves control response.
Removed:
 > CL: removed v_idlescale (slow screen movement) because it caused too much traffic sent to server.
 > SV: commands: setkvbyindex, mycoordshow
 > Maps: DM_Cliff, DM_Columns, DOM_Forest.
 > p/v_satchel_radio.mdl is no longer used by weapon_satchel, but left there for compatibility.
 > AmmoPickup sv->cl message, client now tracks ammo changes in inventory.
 > WeapPickup sv->cl message, client now tracks addition of weapons via weapon_data_t.
 > In-model reload sounds (9mmar, 9mmhandgun) in favor of normal reload sounds hearable by everyone.
Known bugs:
 > CL: IN_SCORE bit is now NOT sent to server to prevent some strange packet flood.
 > CL: if IN_ATTACK pressed while score panel is active, it continues after the panel is closed.
 > CL: non-vp_parallel sprites may be displayed (rotated) incorrectly in client-only mode.
 > CL: HL crashes when models/player.mdl has T-model (external textures).
 > SV: dropped weapon boxes or weapons that are spawned inside their owners continue to fall through the world.
 > SV: crash if gluon/other weapon beams are active during level change.
 > SV: turrets.
 > SV: client cannot see entities if trigger_camera is in different room (cut off by PVS).
 > XBM: Stupid Quake Bug(tm) may still be affecting something.
 > HL: headcrab model has animation with ACT_MELEE_ATTACK2, but it has no "bite" event so "melee" attack is disabled in the code.
 > HL: level change may hang on some complex singleplayer mods like Hazardous-Course. The cause of this bug is still unknown.
Undone:
 > CoOp spawn spots and description files for Half-Life maps.
 > Achievements (requires a player profile).
3.0.3.7
Changes/Additions:
------------------
Added:
 > Player statistics (wins, fails, etc.) can be saved locally at the end of match (cl_log_stats > 0). Look in XDM/logs/*.txt
 > Basic player statistics GUI is available at the end of match.
 > Customizable weapon priority!! Use hud_weapon_priority cvar to store weapon IDs in order of preference (most desired go first).
 > Ammo types are now defined externally by scripts/ammotypes.txt and sprites/hud_ammo.txt. You can control amounts of ammo players may carry!
 > Headshots! (last hitgroup - armshots/legshots are also possible, theoretically).
 > HEV suit HUD gets damaged by some types of damage like fire, radiation and shock. Battery restores it.
 > Weapon selection menu hides automatically, use hud_weaponselection_time to tune.
 > Team selection menu that finally works as players expect it to.
 > Normal plasma gun. People really wanted it.
 > Ignited objects continue to burn for some time (depends on amount of damage taken).
 > Player body drop sounds (both alive and dead).
 > New spectator inset mode: free look.
 > Entity: func_ammocharge - wall-mounted ammo charger (like health/armor chargers).
 > Entity: hud_icon - displays HUD icon.
 > SV: monstermaker now allows mapper to override some monster's values like model, class, render fields, etc.
 > SV: World global gravity is applied to ALL entities (even gibs and grenades).
 > SV: Advanced projectile collisions: almost all projectiles may be shot down with other projectiles. :)
 > SV: mp_noweapons - disables all weapons on the map.
 > SV: Dynamic shooting accuracy (mp5, glock) in medium/hard skill levels, which depends on player movement.
 > SV: In multiplayer, maximum player health can be tuned with sv_playermaxhealth.
 > SV: Status text shows your killer's name if you're dead, winner name during intermission and target's name when autoaiming.
 > SV: Failsafe console logging of game events (awards, combos, etc.)
 > SV: Skill cvar for food (currently soda cans).
 > SV: Velocity when hit by bolts.
 > SV: squeakbox open animation.
 > SV: Limit of how many times players may change their teams (per map/round), if allowed: mp_teamchangemax.
 > SV: Map ban list (mapcycle.bad), which is used to skip some maps from any map lists (but does not override direct 'map' commands).
 > SV: Unicode (UTF-8) chat support.
 > CL: Option to highlight players with team-colored icons above: cl_highlight_players.
 > CL: Scoreboard indicators: player pressed ready button (+), player finished level (*).
 > CL: Added support for SPR_VP_PARALLEL_UPRIGHT sprites in RenderSystem.
 > CL: Advanced HUD StatusIcons support (permanent, hold/fade out).
 > CL: Separate cl_announcer_events, cl_announcer_losecombo which allow to selectively disable some announcements (only when cl_announcer_voice is enabled).
 > CL: HUD sprites now can use frames! See sprites/hud_frames.txt
 > Code: added special SendClientData(MSG_ALL) call upon removal of an entity so client data won't get stuck forever.
 > Code: Better validation and exception handling mechanisms.
 > Dev: added player start logical types (for CoOp mostly), which indicate map start, finish and junctions.
 > Dev: multi_manager now accepts command "SET 
 > Dev: added 'master' for platforms, trains and many other things.
 > Dev: Doors, platforms and trains now use switching textures (+0*,+A*) during movement.
 > XBM: bots now select best weapons (dev: potentially using individual preference - TBD).
 > XBM: bots can now handle team menus.
 > New maps!
 > To everyone who complained about XDM was too serious, ROFL sprites! (tune with hud_eventicontime) >:D
Improved:
 > HUD sprites (especially ammo), HUD fading and highlight effects (flags, control points, ammo display when changing weapon, current weapon in selector, etc. etc.)
 > CTF/DOM special effects.
 > Teleporter (trigger_teleport) effects.
 > env_warpball effects are now 90% client-side.
 > Redone some overviews (minimaps).
 > CL: MOTD window now displays: server MOTD, game rules intro, game flags (what's currently allowed), map information (from maps/mapname.txt).
 > CL: joystick-related cvars and commands won't be created if HL is started with -nojoy (use to improve performance).
 > CL: hud_saytext_lines controls number of chat lines, hud_deathnotice_num controls number of death notice items.
 > CL: Flashlight light (test in tunnels).
 > CL: crosshair for spectator view is now picked from weapon_unknown.txt
 > SV: Adjusted item respawn/pickup sound hearing radius.
 > SV: Monster relations: many frend/foe/food relations have been improved; monster code is faster and cleaner. Watch headcrabs eat grenades!
 > SV: Improved accuracy of using of game objects (like buttons).
 > SV: RadiusDamage() (various explosions) is now emulating shock wave more precisely: players can't take cover behind thin bars, having their bodies only partially exposed.
 > SV: weapon render effects are no longer lost when picked and respawned (like on DM_Manticore)
 > SV: Maximum number of dominaiton points per map increased to 8!
 > SV: Dropped flags no longer stuck in players.
 > SV: Spawn spot selection mechanism.
 > SV: Bullsquid different attack sounds (it uses deadly spin attack on targets with low health).
 > SV: Teamkills do not require special death notice, thus allowing players to see which weapon was used.
 > SV: Soundent is no longer an entity (++stability, ++performance)
 > Code: VS2010 and MinGW compatibility.
 > Code: overall type optimization (for example, there's no point in using signed integers for 0-255 values which fit into a byte).
 > Code: TakeDamage() is now universal for monsters and players, which means same health/armor calculations.
 > Code: overridden most of Q1/HL hacks (which was, in fact, a lot of work!)
 > Code: less magic numbers across the code, more flexibility.
 > Code: More stable memory cleanup.
 > Code: VGUI themes are now loaded and used properly (except some generic VGUI1 controls).
 > Code: GUI/HUD code (faster, cleaner, more flexible).
 > Code: Spectator modes, interface, network data, movement code.
 > Code: Game Rules logic is now VERY flexible and universal, code is even more stable. :)
 > Dev: per-map config files now include (in order of execution): mapname_pre.cfg, mapname_botmatch.cfg, mapname.cfg, mapname_cl.cfg (client-side config).
 > Dev: detailed report for bad keys and bad values in entities.
 > XBM: bots now select and use weapons in more proper way.
Fixed:
 > Objectives minimap icons team colors were sometimes missing.
 > Winner notification in CTF/DOM wrong when no frags were taken by anyone.
 > CoOp: monstermaked or children monsters could respawnin.
 > CoOp: player_loadsaved, env_fade are not activated for everyone anymore.
 > CTF/DOM: no winner if multiple teams have the same best score (draw game).
 > HUD: rare inability to select special weapons without ammo (like hgun, satchel).
 > HUD: code bugs and errors (like flipped width and height of damage sprites). Added support for different sizes of damage/ammo/item icons.
 > HUD: chat lines no longer highlighted is local player has no team (all players were treated as teammates).
 > CL: Toggling env_rain during its shutdown process could make it behave wrong.
 > CL: Music player GUI permanent cursor stealing bug.
 > CL: Local player's killer was not detected by scoreboard at the beginning of the game.
 > CL: 32nd player (last possible) sometimes wasn't displayed on the scoreboard.
 > CL: wrong limits displayed for different game rules.
 > CL: Gibs bounce sounds (materials, volume).
 > CL: music player pause and volume reset problems (FMOD is buggy, so it's a hack).
 > SV: Long jump is now only initiated if player is facing along his current velocity (no run-and-turn cheats).
 > SV: Potential endless loop when selecting spawn point for spectator.
 > SV: Some sources (with index < 32 and some targets of doors) of a multisource were not registered.
 > SV: multi_managers and other entities are once again allowed to activate self (unfortunately, required by some HL maps).
 > SV: Player spawn spots on teamplay maps were used incorrectly.
 > SV: Items added by game_player_equip could appear in the world.
 > SV: If a player died while using camera (controls disabled), he was never able to respawn.
 > SV: World objects disappeared is intermission camera moved to location invisible to the original player.
 > SV: Crowbar and sword bad aiming due to old bug in FindHullIntersection(). Now it's more precise.
 > SV: MP5 fire modes affecting each other, messing up shooting intervals.
 > SV: Got rid of most "Cache_UnlinkLRU: NULL link" crashes caused by stupid mappers who use sprites instead of models (in cyclers, etc.).
 > SV: Also, fixed crashes when even more stupid mappers use studio models for env_sprite and env_glow!
 > SV: monster_gargantua is no longer pushable by bullets and explosions (looked pretty bad).
 > SV: Turret and garg glow could stay after the monster was killed or removed.
 > SV: Infinite garg stomps that endlessly fly through walls.
 > SV: barnacle now eats monsters and random junk properly. Try feeding it some explosives...
 > SV: monstermaker could crash the game if not properly configured by the mapper.
 > SV: Egon/plasma beams disappeared upon hitting sky. Also, they now should hang less.
 > SV: Death view and gib view camera was seeing through walls.
 > SV: Map chapter message was dispatched to 1st connected player only (HL).
 > SV: hgrunt kick sounds and logic.
 > SV: healthkit pick-up not indicated when picked by a player with health = 99.somefraction.
 > SV: Direct-usable only buttons now work almost flawlessly.
 > SV: SV_StudioSetupBones:  sequence 255/3 out of range for model lgrenade.mdl
 > SV: Rats (snarks) kills are no longer displayed as monster kills.
 > SV: Rare crash on maps containing multisource entities.
 > SV: Wrong "Bad rendercolor in entity" warnings.
 > SV: Blood shown if players get hit by gas grenade.
 > SV: Non-fatal mp_defaultweapon parsing error.
 > SV: SaveRestore gEntvarsDescription mistakes.
 > XBM: possible stack corruption in bot chat.
 > XBM: bots couldn't shoot when selected weapon only had clip with no ammo in inventory.
 > XBM: if a bot fails to create (bad model, name, etc.) its slot won't be activated again endlessly.
 > XBM: bots follow player on ladders.
 > XBM: foreign team bots use exploit and flashlight troubles.
 > XBM: bots avoid dangerous projectiles properly (not bolts that stuck in walls).
 > XBM: bots no longer check for light level around enemy (which is always invalid in HL).
 > Spectator free roaming modes.
 > Possible map music interruption.
 > Explosion decal placement.
 > Some old player models.
 > Lots of other bugs that were not documented due to lack of time.
Changed:
 > SV, CL: health, FOV and some other data is now sent over DELTA, not separate messages, thus, increasing network performance.
 > SV: Replaced obsolete ammo_chemgun with ammo_lightp. Old one is left for compatibility.
 > SV: Use of trigger_dom_point in now abandoned in favor of usual trigger_multiple and other activation mechanisms.
 > SV: Teleporter fired by displacer will always disintegrate everyone it touches.
 > SV: mp_defaultweapon changes work immediately.
 > SV: RPG rockets don't follow laser spot if it's "on the sky" when playing on hard skill level.
 > SV: It is now required that all players press fire/jump buttons to end intermission. mp_chattime is now maximum intermission time.
 > XBM: bots now use ANY usable entity disregarding its classname with a 40% chance.
 > XBM: bot can be re-used by player if he was following another bot.
 > MAPS: DM_LostCity, CTF_ProjectX2 and some others were updated.
Undone:
 > Minimap icon for any entity.
 > Client-side flame. Requires transfering trigger_push (at least) to cliet side.
 > Configs for all HL singleplayer maps (player start points at least).
Known bugs:
 > Dropped weapons are removed a little too often (otherwise game crashes).
 > monster_gargantua causes colossal traffic flood and may crash game server.
 > Music player still don't work properly in asynchonous mode (loading a new track slows game for a while).
 > Best weapon is selected very slowly after spawning.
 > Sometimes client-side best team (sorted by score board) differs from server-side (which is the right one), so final winner/loser notifications are true while score board may lie.
 > 3D sky is now drawn in the overview window.
3.0.3.6
Changes/Additions:
------------------
Added:
 > More gameplay combos!
 > Players can push each other if sv_playerpushable is 1.
 > Game skill level affects monsters in more ways: health, turn speed and reaction.
 > XBM: bots behavior is a little bit more accurate (shooting skills, ability to duck, other).
 > XBM: bots will whine about loosing the game. Winner will boast :)
 > Spirit of Half-Life compatible entities: multi_switcher, multi_watcher
 > Localizable control point names on DOM maps (titles.txt).
 > Dev: you can now specify 'teamcolor1'(2,3,4) in 'rendercolor' field of any entity. Useful for decorating team bases.
 > Dev: 'checkpoint' for info_player_* which works like 'master' except each player must 'collect' checkpoints. Right now trigger_autosave works as checkpoint.
 > Dev: 'master' for trigger_gravity, trigger_multiple, func_ladder
 > Dev: sv_generategamecfg 1/0 - generate game.cfg for HL protocol 47+ games (from settings.scr)
 > Dev: very convinient on-the-fly map patching and configuration system (ENT, CFG files and entity values)
 > Weapon highlighting in the dark (on ground).
Improved:
 > multi_manager now has SoHL-compatible flags (loop, once, start) and maximum of 32 targets.
 > Map graph generation is now faster and .nrp files are only created when "developer" is set to 2.
Fixed:
 > WorldGraph generation errors and crashes (especially in multiplayer).
 > Persistent game rules (even when changing from CoOp to CTF).
 > Sound-activating triggers now should work.
 > Disintegrated monsters didn't fire any conditional triggers.
 > SP: returning to previous map made you unable to return back to next map (info_landmark problem).
 > Awards for using func_tank* now work properly.
 > Valve-made memory leak in client dll (VGUI).
 > Grenade mode text is now really taken from titles.txt.
Changed:
 > mp_fragsleft replaced with mp_scoreleft.
 > Buttons no longer play "pressed" sounds when locked.
Undone:
 > Co-op, LMS.
Known bugs:
 > Engine overload is still possible on servers with 32 players and lots of weapon boxes.
3.0.3.5 a,b,c
Changes/Additions:
------------------
Added:
 > Overdrive mode! DANGEROUS! Do not use!
 > CoOperative mode (unstable!): monster DM, level cleaning, level playing (trigger_changelevel).
 > Customizable weapon slots!! Use hud_weapon_slots cvar.
 > sv_weaponsscale (1.0...2.0) - tunes weapons scale in world (multiplayer only).
 > Runtime map patching with .ent files (toggled with sv_loadentfile cvar). Warning! Disable this when running mod under Xash.
 > Number of items picked is now displayed.
 > Opposing Force CTF compatibility - added corresponding entities. You can now play op4ctf_ maps too.
 > human_grunts now have unique damage resistances.
 > More FX!!
 > Player can use other player or a bot! Players will get notice and bots will change behavior.
 > Players can grab weapon boxes!
 > Entities now remember activator chain! E.g. when player activates trigger_hurt, laser, train, etc with a button, he will receive score when someone gets killed with those.
 > Players personal colours (topcolor) are now used by score board and spawn effects (hud_useplayercolor)
 > New models.
 > Damage direction display size can be changed (hud_dmgdisplay_scale).
 > Crashproof: weaponboxes are now limited in world in multiplayer.
 > Libraries for different CPU architectures, define directly in liblist.gam or in dlls/XBM.arc if using XBM.
 > Chat highlight (color and sound) for teammates and by player name (hud_saytext_hlight).
 > Monsters respawn control in multiplayer (mp_monstersrespawn, mp_monsrespawntime).
 > "Killed by door" and "Killed by env_laser" icons (if there is a func_tank_laser on the map).
 > Customizable team colors (mp_teamcolor1-4).
 > Train frags! You need to control the train to receive score.
 > mp_laddershooting - decides if players can shoot while clibming ladders.
 > mp_respawntime - players cannot respawn for this period, works along with mp_forcerespawn and mp_forcerespawntime.
 > Player view motion amplitude increased. Game became harder!
 > Automatic back-up script (backup.bat) to help saving your config files.
 > Entity disintegration effects (used on satchels, tripmines, grenades, crossbow bolts and other things).
 > Atomic Demolition Device (use 'impulse 121' command, also available in Command menu, configurable in standard Controls menu).
 > More in-game messages and announcements.
 > Fully client-side static architecture (env_static) which does not use network bandwidth (use sv_serverstaticents to disable).
 > Cool intermission camera positioning.
 > Some new sounds.
 > Tournament announcements (time left, winner, etc.), "cl_announcer_voice" cvar.
 > (untested) Crashproof: server saves last playing map (and some parameters) to "server_run.cfg", so the game can be resumed after crash.
Improved:
 > XBM: bots now use real weapon fire delays from game DLL code (global header).
 > Weapon fire effects ported to RenderSystem (even less overflows).
 > Train control display.
 > Spectator mode.
 > Updated FGD file.
 > Monstermaker (can spawn even if there are non-solid entities nearby), cockroaches (better and faster code).
 > Game rules: better initialization, stability.
 > Monster code, more code reusage. A little bit faster.
 > Physics: no more safe landing on ladders and shallow water areas, better sounds and effects.
 > XBM: bots now behave more "conscious", notably when following player.
 > weapon_plasma effects and sounds.
 > Gravity and radioactive grenades tuned.
 > kRenderFxFullBright now works as it should.
 > Network code: reduced number of separate weapon update packets.
 > Optimized some models.
 > XBM: bots no longer drown hopelessly.
 > XBM: bot code improved, bots now strafe to avoid attackers.
 > Bullets and explosions physics.
 > Music player made much more usable.
 > Render system code major improvements.
 > Radioactive grenades work on all players, damage goes through walls.
 > Localizable and more compact status bar.
 > More code optimization!
 > Weapon balance, especially grenades. Now all types are really usable.
 > Item respawn effects.
 > Weapon boxes disappear when touch sky (they can't be picked up anyway), thus improving game stability.
 > Player screen shakes more from beam/bullet damage in appropriate directions.
 > More detail textures used.
 > In-game messages corrected.
 > Steam-aware game user interface.
 > Tweaked sentences.txt and titles.txt
 > Player award system (internal logic).
 > Game rules code.
 > XBM: updated code to HPB 4.0
Fixed:
 > Disappearing trees on some maps.
 > Bullet hit sparks and decals.
 > Shaking crossbow crosshair when fully zoomed in.
 > Crosshair and ammo display turn off when last weapon is dropped.
 > Gluon/plasma beams no longer disappear when player walks into another room.
 > No more jumping/moving while camera view is active (trigger_camera).
 > XBM: bots used by a disconnecting player stuck being unusable.
 > Trains now stop properly when intermission begins.
 > Human grunts respawned with no gun in hands.
 > momentary_door movement and sounds (check at c2a1b) (long awaited valve fix!).
 > HEV suit now really speaks when you pick up a new weapon.
 > DMG_IGNITE fire and smoke effects are no longer shown under water.
 > Crash: track changes while the music player window is opened.
 > Scoreboard code.
 > Flag dropping.
 > Shotgun ammo pickup failures.
 > Some detail textures.
 > mp_laddershooting prevented players from using func_tanks (since 3035 TESTING).
 > NEW_DLL_FUNCTIONS API reverted back to be compatible with HL1110 (since 3035 BETA).
 > Dead barnacle cannot be destroyed with crowbar.
 > XBM: bots look properly at player they following and also crouch along.
 > XBM: no more using of non-teammates (anticheating).
 > item_airtank did not respawn in multiplayer.
 > Bug with non-detonating l_grenades.
 > Barnacles die and fall properly.
 > XBM: bot_create default parameters (no options except name and model specified) were never used.
 > func_tanklaser beam will no longer stay active when player is killed while using it.
 > Some HUD sprites.
 > Human grunts will attack player's rats.. er.. snarks.
 > Death notice/double kill award text length.
 > func_pushables (crates, barrels, etc.) were not affected by gravity grenades.
 > Some maps fixed and updated (DM_Garden1/2, DOM_Forest, DOM_SnowFields).
 > Camera movement parameters did not restore after first intermission.
 > Persistent gauss spinning sound.
 > XBM DLL APIs.
 > HLDS hangings.
 > Some gameplay issues.
 > Flag dropping bug.
 > HEV fire damage notification
Changed:
 > Completely rewritten weapon code. Fewer entities in the world at one time, less recreation, less traffic, less traces and collisions, more flexibility for future use.
 > Game rules: more strict distinction between game types: you can't win by frags in score-dependant game.
 > How many grunts osprey carries now depends only on skill level.
 > Players can use objects and switch flashlight without waiting (during reload, etc.)
 > Wall-mounted chargers will "respawn" not after being depleted but after last use.
 > Server-side cvars renamed to match their purpose, added prefixes (sv,mp): e.g. allows_pectators -> mp_allowspectators
 > Players now drop ONLY weapons physically picked up in the world, but not those added by game rules or cheats.
 > More accurate freeze time.
 > Player view height.
 > Grenade type text now loading from titles.txt (localizable)
Undone:
 > Co-operative mode still incomplete (sources are available - you are welcome to write it!)
 > Same with LMS.
Known bugs:
 > Grenade in-hand models shows wrong (fixable, but takes lots of time)
 > Camera may show space behind walls when viewing from a gib.
 > Flamethrower still generates tons of traffic and I cannot think up a way to make good and reliable fire.
 > Gibs are totally random, no distinction between body parts.
 > Entity-attached effects like dynamic lights and particles may loose their target and appear at random places in game.
3.0.3.4
Changes/Additions:
------------------
Added:
 > mp_endgamedamage - can players be hurt after the match has ended? (allowing this MAY change score results after the end of game!)
 > mp_teambalance, mp_teamchange, mp_teamchangekill vars for better game control.
 > Players carrying flammable ammo will explode if gibbed! >:D (mp_playerexplode)
 > Ability to create universal (any team) capture zones for CTF! (set 'team' to 0)
 > Server event logging (DOM, CTF)
 > Turrets and tanks new fire modes (bullet types: light, flame, plasma)
Improved:
 > Tele.. er... gravity grenades.
 > UI graphics.
 > Player death animations.
 > Anti-cheating: players are not allowed to change team colors on model in teamplay.
 > Dropped flags now can take damage and be destroyed by world objects.
 > Network code slightly modified (rain effect).
 > Improved some beam/bullet effects.
 > More realistic werapon_357 screen shake effects (also depends on fire mode).
 > Significantly reduced CPU usage.
 > Flashlight state gets saved and restored properly.
 > Weapon code slightly rewritten.
 > Satchel charges now use reliable control mechanism and display activated charges count.
 > Telegrenades affect satchels and tripmines too.
 > Total ass-kicking client-side code optimization!
 > Added a mechanism that (hopefully) will decrease "no free edicts" crashes in multiplayer games.
Fixed:
 > Hands colors - models (v_ textures) and some more network code.
 > Players were unable to capture flags after picking up dropped flags in CTF.
 > Monsters gib count was not saved.
 > CountPlayers() always returned maxplayers.
 > Incorrect death notices.
Changed:
 > Distribution license (received some complains)
 > Some more code moved to client side.
 > Removed a bunch of cheats.
 > Poison grenades behavior: larger radius in open air, but lasts longer under water
3.0.3.3
Changes/Additions:
------------------
Fixed:
 > Scoreboard.
 > Spectator mode and team selection.
 > Crash when using gauss in a network game.
 > Connected player didn't get domination points info. (net spec upd!)
 > Teleporter grenade code - now it really sucks!
 > Map config command 'setkvbytn' finally works 100% properly!
 > Weapon-related crash.
 > Beamrifle trail disappearing too fast.
 > Invisible acid balls in HL1111+.
 > IntChangeSignal potential crash.
 > Crash when changing level with active flamethrower.
Improved:
 > Game balance.
Changed:
 > Hornets do not track teammates in multiplayer.
3.0.3.2
Changes/Additions:
------------------
Fixed:
 > DOM_SkyTown1 overview image.
 > Sensor mines can no longer be triggered through glass.
 > Beam rifle view model.
 > DOM_Forest "South" point name.
 > Entities spawned using map config file have wrong classnames and unable to respawn.
 > map_globalfog created unlimited number of env_fog entities.
Added:
 > Teleporting players may clean their way by killing things near destination point (mp_telegib).
 > InstaGib mode (mp_instagib).
 > Minimap (flashlight works incorrectly when enabled).
 > New sequence events: 5012, 5022, 5032 - same as 5002 but on attachments 1,2 and 3.
 > Domination points names under HUD icons.
Improved:
 > Spectator mode.
3.0.3.1
Changes/Additions:
------------------
Fixed:
 > Minor displacer ball code fixes.
 > Acid balls don't detonate when touched by owner.
 > Render systems brightness and last frame flickering in software mode.
 > GetAutoaimVector() with no active item crash.
 > Charging weapons (like gauss) now cannot be interrupted.
 > Light projectile flat sprite orientation.
 > Airstrike targets cannot be disabled by tele grenades.
 > func_tank*s do not bring any score.
 > Crossbow first time zoom.
 > Weapon box collision/pick up code.
 > Death notice logic.
 > sv_lognotice can be changed during a multiplayer game.
 > Save/load crash on maps with sound entities.
 > Dedicated server startup crash.
 > Weird weapon crash.
 > Satchel size.
 > env_sky now works properly.
 > Client-side text buffer overflow (crash when loading maps with large .txt files)
 > Server hangs when loading map without any info_player_deathmatch entities.
 > Explosion damage TOO small.
 > Image TGA compression for Steam HL.
Added:
 > Beam rifle effective against displacer balls.
 > mp_wpnboxbrk cvar. Weapon boxes can now be destroyed (prevents overflow sometimes). Box hit points: 200.
 > Triggers can be activated by sound (flag 64, see docs for details)
 > CTF/DOM objects now showing in overview window.
 > New weapon - Beam rifle! Very powerful, but slow. Creates a beam that causes an energy explosion. Ignores armor.
 > Score display in CTF.
 > Music player user interface!
 > mp_teamplay cvar. Enables teamplay in DM_ maps by default when autodetecting game gules.
 > bgm_playcustomlist and bgm_defplaylist cvars.
 > Timer to the scoreboard.
Improved:
 > Steam UI (not tested).
 > Major code cleanup.
 > Elevators/plats looping sounds.
 > Gauss beam goes through the glass.
 > Developer/cheat commands in multiplayer game are now more secure.
 > Map config files execution system.
 > Render System (tm) code optimized and fasterized.
 > Shotgun reload code.
 > Minor code cleanup.
 > Better icons in DLLs. =)
Removed:
 > Inventory window (unfinished).
Under construction:
 > Last Man Standing and Assault game rules.
 > Spectator modes.
Known bugs:
 > Dynamic lights do not follow entities in software mode.
 > Spectator mode is still experimental. Should be disabled on game servers.
 > Special effects in software mode.
 > Old particles problem.
 > Unknown "Illegible server message - svc_bad" error.
3.0.3.0
Changes/Additions:
------------------
Global:
 > Particle System code revisited.
 > Weapon/ammo storage code rewritten. Faster, much more stable.
 > Skill system redone.
 > Resource handling slightly improved.
 > Updated compiler (this fixes strange crash).
Fixed:
 > "unable to load map description file" error.
 > Player hit boxes detection.
 > Transparency bug in multi-layer map overviews (draw order).
 > Problem with more than 2 teams.
 > Monsters invincibility.
 > Crash when loading saved games.
 > Material sound system.
 > Invalid HUD in teamplay.
 > Gauss holster problem.
 > Rain effect performance issue.
 > Improper rocket aiming (func_tank, c2a5b).
 > Displacer autoaim bug.
 > Spectator problems in teamplay.
 > Colormap is now being set properly according to the player's team.
Added:
 > New sounds.
 > Nice shockwave effects.
 > 3rd person death camera (UT-style). (cl_death_view)
 > invup and invdown commands that are very useful for +MWHEELUP/DOWN input.
 > mp_specteammates - spectators can only follow teir teammates.
 > Third person view restriction in multiplayer.
 > Automatic game type switching (by map prefix).
Improved:
 > New damage adjustment algorithm. Faster and better.
 > Test maps updated.
 > Tuned overview look.
 > Gauss fx code moved to client-side really nicely. That was really difficult!
 > RPG laser spot brightness depends on distance.
 > RadiusDamage(): radiation and beam damage ignores glass and living things.
 > All view- and most player models redone for teamplay. What a hard work!
 > monster_gargantua lagless stomp effect (uses particle system).
 > monster_barnacle fall code.
 > Client-side (lagless) progressive zooming!
 > Maximum number of materials increased to 800.
 > Crowbar code.
 > Game type-related user interface.
 > Tournament-style messages moved to client-side. Strings are now localizable.
 > Score board and client teamplay-related code rewritten. Faster, nicer.
 > Chooseteam command moved to client side.
Changed:
 > "mp_addweapon" to "mp_defaultweapon" like in HL2.
 > All *menu.txt scripts moved to scripts/ folder.
 > Weapon slots.
 > New interface.
 > C4 charges explode immediately (again).
 > Custom 'mapcyclefile' is now allowed only in deathmatch game type.
Removed:
 > Most w_ models. Memory usage reduced.
Under construction:
 > weapon_beamrifle, weapon_plasmarifle (like in Doom 3). They'll be done as soon as I'll find/make models.
 > Last Man Standing and Assault game rules.
 > Sword swing style.
 > Music player UI.
Known bugs:
 > XDM hangs when loading several maps.
 > Particle smoke trail disappears when projectile gets inside sky or water.
3.0.2.3
Changes/Additions:
------------------
Fixed:
 > Weird network error.
 > Bots shooting teammates.
 > Large memory leak and crash caused by improper MOTD/map info file handling.
 > Human gibs dropped by monsters.
 > Wrong HUD sprites (ammo).
 > End of level in overview mode.
 > Crosshair doesn't reset when loading a new map.
Added:
 > New maps - CTF_InfernalVillage2, CTF_ProjectX2, DOM_000, DOM_Forest, DOM_SkyTown1, DOM_SnowFields.
 > Separate 'mapcycle.*' file for each game type.
 > 'mp_teammines' cvar. Yripmines will not react with teammates if > 0.
 > Ability to load dom/ctf in deathmatch/teamplay.
 > Dominaton game mode. Map prefix: DOM_. Max. 4 domination points per map.
 > Capture The Flag game mode. Map prefix: CTF_.
 > Team deathmatch.
 > HUD can now use team color (hud_useteamcolor).
 > Some new static models.
 > A giant water circle appears when monster_apache falls into water.
 > Headcrabs eat roaches!
Improved:
 > Teamplay code rewritten COMPLETELY.
 > Entities outside visible radius (sv_zmax) are not sending any updates to client.
 > Render System code cleanup and optimization.
 > Render System code now uses rotation matrix.
 > Temporary entity code optimized.
 > Weapon box code.
 > Message-Of-The-Day now includes map information.
 > Content control.
 > Scoreboard title.
 > FX code.
Changed:
 > 'mp_tournamentfx' to 'cl_tournamentfx' because it's now individual client option.
Removed:
 > 'identify' command and 'mp_allowid' cvar. Obsolete.
 > 'mp_autocrosshair' cvar.
 > 'rpgr_rgb' cvar because rocket fx code moved to client side.
Under construction:
 > Last Man Standing game rules.
 > Sword swing style.
 > Music player UI.
 > Assault.
Known bugs:
 > Particle smoke trail disappears when projectile gets inside sky or water.
 > Some other...
3.0.2.2
Changes/Additions:
------------------
Global:
 > Resources now loading faster.
Added:
 > FGD file.
 > env_flamespawner custom sprite support.
 > A 'music/
 > DM maps: DM_AbandonedPlant, DM_Cliff and DM_Minez by Skaarj + soundtrack + new textures.
 > DM map: DM_Garden 2 with weather effects.
 > Scoreboard - spectator's target highlighting.
 > sv_lognotice cvar (0 by default). Allows server to bypass many UTIL_LogPrintf()'s.
Improved:
 > Render system manager reorganized. New fast algorithm.
 > DM_Garden map updated to version 1.2.
 > func_train start sounds
 > Some weapon view models.
 > Documentation.
 > Minor code optimizations (SV + CL).
 > Bot creation method.
 > Weapon box code.
 > Rain render system - water circles.
Fixed:
 > Displacer ball effect.
 > Plat/train sound reset on each path_ entity + start sounds.
 > Bot skin reset on respawn.
 > Players 'flying' to respawn points.
 > Some particle effects disappearing.
 > Render system crash on level change.
 > Missing FX.
 > Win2000/XP crash and 'no DLL API' bug.
Under construction:
 > Music player GUI.
 > Sphere and disk render systems.
Bugs:
 > VGUI memory leak (HL)
 > Stuck on elevator (HL)
3.0.2.1
Changes/Additions:
------------------
Global:
 > Updated UI scripts.
 > Client.dll code optimized.
 > cl_zsr cvar renamed back to zoom_sensitivity_ratio
 > Crossbow bolt speed increased.
 > VGUI- and filesystem-related commands moved to client DLL.
Added:
 > ui_reloadscheme command to reload current color scheme without restarting.
 > Weapon documentation.
Fixed:
 > Some network bugs.
 > Crossbow zoom and bolt bugs.
 > One of "MSVCRT" crashes.
 > Invisible strike target.
 > Alauncher half-ammo.
3.0.2.0
Changes/Additions:
------------------
Global:
 > Multilayer overview support. Up to 6 layers!
 > Custom color and font schemes support! (schemes/
 > Universal client-side renderer !!!
 > env_rain does not spam traffic anymore!
 > Chase camera code rewritten.
 > Monster corpses float in water.
 > Global (worldspawn) key: 'roomtype'.
 > New graphic user interface.
 > New deathmatch maps included.
 > Most FX code moved to client side.
 > Anti-cheat system: skill (sk_plr_) CVars now cannot be changed in multiplayer.
 > Network code optimization.
 > Transparent model textures support (requires system files from 'Day Of Defeat' Mod).
 > GUI for Steam version.
 > Botmatch in this release.
 > Profile system.
 > VGUI schemes redone.
 > On-the-fly effect switching (for slow computers).
 > Code optimization. Reduced CPU usage.
 > Breakable objects can break (or explode) when fall.
 > Half-Life mp3 soundtracks are no longer included in XDM.
 > DOS-style console commands (like 'dir').
 > Music Player FMOD API v3.63 (see 'changes').
 > Command menu and user interface customization.
 > Snow, wood and grass texture type and step sounds (sound/materials.txt).
 > Voice communication support.
 > You don't need to restart map after changing sv_cheats.
Added:
 > weapon_strtarget. Invokes a big airstrike in ANY map that has sky (connects to a satellite).
 > 'hideitems' command for overview shots.
 > Sensor mines! Tripmine altfire.
 > Added new player models and improved some old models.
 > env_ststic - very similar to 'cycler' but lagless. Extremely useful in multiplayer.
 > env_funnel now allows custom sprite ('noise' key).
 > env_fade 'stay out' flag (after 'only one client' flag).
 > path_track 'Don't rotate' flag. Right after 'Disable train'.
 > Tournament-style multiplayer score counter.
 > Detail textures (not tested). Only in steam HL.
 > Reversed 'sparks' particle system.
 > 'Drips' particle system type.
 > Teleportation grenade now reacts with teleporter balls fired by displacer.
 > Gauss (Tau Cannon) and Egon (Gluon gun) beam customization.
 > Weapon holster animations and personal selection sounds.
 > Hands (view model) topcolor and bottomcolor customization
 > Material sounds for func_pushable/breakable.
 > func_plat start sounds.
 > monster_robo_grunt (same as human, but has metal gibs and barnacles dies after eating them).
 > Map description ('mapinfo' and 'mapbriefing' console commands).
 > Gib effects (lots of sounds and blood).
 > Many other effects.
 > Single-player maps (xhl#a#,..).
 > New commands and CVars (see the end of file).
 > New DM_ maps.
 > New hi-poly models. New modeling events (see docs/modelevents.txt).
 > New textures, models, sprites.
 > New weapons:
	weapon_sword
	weapon_alauncher + ammo_alauncher
	weapon_glauncher + ammo_glauncher
	weapon_chemgun + ammo_chemgun
	weapon_displacer + ammo_gaussclip
	weapon_flame + ammo_fueltank
	weapon_plasma + ammo_fueltank
Improved:
 > All code fasterized ;)
 > Optimized weapon models.
 > Death notification system.
 > Server-client weapon event synchronization.
 > FlameThrower code.
 > Optimized particle system code (faster, nicer). Network traffic usage reduced.
 > Weapons functionality. (New fire modes, etc.).
 > Airstrike (mortar) effects.
 > Human assassins and grunts AI code and sounds.
 > monster_islave AI code. It can now resurect dead friends. Key value: 'medic' < 0 normal, > 0 medic, = 0 random.
 > monster_apache death animations and fx, gibs and damage sounds. Now it can explode air.
 > monster_turret AI, fx code and sounds.
 > monster_alien_controller, garg, nihilanth FX.
 > Hornetgun fx code and sounds.
 > Bot chat ;)
Changed:
 > Flamethrower fire modes: secondary is more distant and eats more ammo.
 > Player doesn't loose weapon_satchel detonator to avoid loosing control of previously planted charges.
 > Egon PRIMARY fire mode: beam inflicts half direct damage and half radius damage.
 > Egon SECONDARY fire mode: beam inflicts only direct damage and eats less ammo.
 > Rain effect code completely rewritten. More client-side code, no beams. Nicer, lagless.
 > Teamplay. Players can have different models in the same team, but can't change colormap.
 > Egon damage infliction method.
 > Music player is now on client side and loads fmod.dll dynamically.
 > Console background and fonts.
 > Crosshair sprites + resolution insensitive zoom crosshair system.
 > VGUI interface.
 > Identification system code.
Fixed:
 > First created bot doesn't shoot at anybody except player.
 > Gauss self-headshot.
 > Spectator can now see the whole chat, but can talk only to spectators.
 > Constant fog effect follows you on level change.
 > Secondary ammo display in weapon selection slots
 > env_sound, trigger_sound and global 'roomtype' conflict.
 > env_sky bug in 3rd person view.
 > Looping weapon animations.
 > Zoom crosshair is now drawing before other HUD elements.
 > func_breakable material and damage types.
 > Weapon NULL pointer crash.
 > Crossbow zoom bug when lag compensation is enabled.
 > Ladder bug.
 > Multiplayer CRASH when standing on someone's head.
 > Displacer ball dynamic light.
 > Particles rotating when the game is paused.
 > Particle system CRASH!
 > Some singleplayer maps (entities).
 > Players freeze in barnacle and cannot respawn.
 > Hud sprites.
 > monster_barney and monster_hgrunt weapon sounds.
 > Crash when you shoot at wall inside func_breakable with gauss.
 > Some old buggy models, sprites, sounds.
 > Other minor bugs.
Bugs:
 > Zoom crosshair doesn't work with software renderer.
 > Music events.
 > Bot AI.
 > Undiscovered bugs, of course!
Removed:
 > Some unused code/resources.
 > Autoaim.
 > Old bogus and laggy identification system.
 > Old test entities.
 > Some unused CVars.
Undone:
 > VGUI music player.
 > Monsters AI still under construction.
 > Taunt system (sound/taunts.ini).
 > Console and VGUI fonts localization.
 > Inventory and music player window.
Botmatch:
 > Changed bot creation method.
 > Bot chat :)
 > AI: 'follow' and 'hold position' commands.
 > XHL weapons support.