LEGEND:

Client:	- client.dll or client part of xash.dll
Server:	- hl.dll or server part of xash.dll
Engine:	- xash.dll
Network:	- a network part of xash.dll
Render:	- a render part of xash.dll
FS:	- a filesystem part of xash.dll
GameUI	- menu.dll
Sound:	- a sound part of xash.dll
Input:	- a input code of xash.dll
ImageLib:	- image loader in xash.dll
SoundLib:	- sound loader in xash.dll
Console:	- console code in xash.dll
VGUI:	- a VGUI implementation code in xash.dll
Memory:	- a memory manager in xash.dll
Physic:	- a server physics code in xash.dll

build 4097

Client: implement predictable laser spot for weapon RPG
Server: fix bug with chat code that doesn't passed russian letters
Engine: BSP31 now is obsolete and removed from the engine (please use bsp31migrate.exe tool for migration)
Engine: new version of extended BSP30 map format (increase clipnode limits, tuneable lightmap resolution, per-vertex lighting etc)
Render: mirrors are no longer support and has been removed from the engine (but leaved in the mods like XashXT or P2:Savior)
Engine: mextrasurf_t was reorganized, please check your source code
Engine: event API was reorganized, two functions was removed new one added
Engine: engine feature ENGINE_FIXED_FRAMERATE are no longer supported
Engine: RenderAPI was changed version to 37 and reorganized
Server: "decalfrequency" is now stored into config.cfg
Engine: some unused functions from undocumented part of game and client interface was replaced with stubs
GameUI: import interface was updated with two new functions (save file and remove file)
Console: rewrite debug messages system like in Quake (Con_Printf instead of MsgDev)
Network: completely rewrite the network connection to allow downloading and uploading files (missing resources, player logos)
Network: first implementation of player customization (logos)
Network: protocol was changed to version 49
Engine: demo protocol was changed to version 3
Engine: implement timedemo command
Network: implement a signon sequence
Sound: fixup static sounds save\restore bug
Network: user messages max size will be increased up to 2048 bytes
Client: rewrite HudSprite manager allow to download missed HUD sprites
Client: rewrite SPR_GetList to prevent memory leak (old Half-Life bug)
Console: fix the ConsolePrint to allow to goes message only to notify buffer
Engine: fix very old bug in CheckParm export function (internal version is not bugged)
Client: getAppID was changed to 70
Network: IPX protocol will no longer supported and has been removed
Client: single export for client.dll was renamed to GetClientAPI
VGUI: class CEngineApp was declared as static
GameUI: fix old crash with playersetup and changelevel on a background map
Engine: new queue system for change maps (not sticked with Cbuf_Execute)
Engine: experimental function CL_ChangeGame was removed from the engine
Engine: enable interpolation for addangle (fixangle = 2)
Network: new experimenal system to get maximum pack size for UDP (official size 1200 bytes but in theory it can be larger up to 64000 bytes)
Network: new generic resource system that included sounds, models, events, decals and all other types
Client: add mp3 command like in GoldSrc (warn this is not tested)
Server: implement instanced baselines (baselines that specified by user)
Server: implement a consistency resource check (model CRC and bounds)
Network: StudioDecal message is completely moved out from the engine
Client: request cvar value now can detect mismatch between cvar.string and cvar.value for detect potential cheaters
Render: allow remap colors on a alias player models (Quake1)
Client: added built-in resource pathes to list of download resources
Client: do revision of tempents code, fix some bugs
Client: make work EF_MUZZLEFLASH for alias-models
Render: tune intencity from dymanic lights (alias and studio models affected)
Render: enable built-in MSAA feature (cvar gl_enable_msaa in opengl.cfg)
Render: fix bug with 'sticky bind' while texture is uploaded
Render: the most of internal procedural textures has been moved out from the engine (keep'd only textures that engine is used himself)
Render: R_LightPoint has a contain VERY old bug from Quake1 with inaccurate samples from lightmap color and produce invalid results in some cases
Render: new extension of BSP file format (lightmaps that based on luxel per units instead of luxel per texels). Also check P2:Savior compile tools
Render: fix bug with sort STUDIO_NF_ADDITIVE meshes in studio models (old Half-Life bug)
Render: fix water subdivision bug that kill the prefomance while water is rendering
Render: r_drawentities 7 is now shows world position of luxel for lighting
Render: removed all unused GL-extensions
Render: fixed 16-bit color mode and NPOT textures case
Render: throw a system error on failed initalization video sybsystem instead of fallthrough into dedicated mode
Render: remove of rotational sky support (it's just was not used by nobody)
Sound: some minor changes in DirectSound backend code
VGUI: rewrite Font manager, enable vertex arrays support
Network: fragmented packets it's can be compressed by LZSS algorhytm
Console: mapinfo now shows information about editor and compiler
Engine: handle exception in Q_vsnprintf to prevent crash engine from the mistake of formatted args
Engine: new polymorphic BSP loader
Memory: fix bug in Mem_CheckFilename
Server: first implementation of server game log
Server: cmd 'changelevel' was no longer provided (only internal cnhagelevel is possible)
Server: cmd 'kill' moved from server to the client
Server: new save\restore system that compatible sav. files from GoldSrc
Server: implement server fps control that called a 'sv_fps' use with precaution
Server: fix some bugs with unlag system

build 3886

Client: fixup processing russian leter 'ÿ' in READ_STRING()
Client: fixup russian leters support in VGUI
Engine: add support for Arguire QBSP 'broken' clipnodes  (engine is need to rebuilt with broken binary compatibility)
Engine: add support of Darkplaces BSP2 format (engine is need to rebuilt with broken binary compatibility)
Engine: re-organize model_t structures for easy acess to custom user data
Engine: full implementation of Quake1 alias models (this is usefull for my new project that called QWrap)
Engine: kRenderWorldGlow is no longer supported and removed
Engine: re-organize cvar system for better consistency, replace variable 'modified' with same flag to get acess from user dlls
Engine: some expansion of event_api_t
Engine: HD-textures is no longer supported and removed
Engine: global revision for engine feature flags
Engine: client beams code was totally rewrited
Render: tracers code was rewrited
Engine: for custom renderering from client-side was created new interface struct that called ref_viewpass_t. ref_params_t now is macthed with GoldSrc
Engine: RenderAPI version was updated to 36.
Render: hardware gamma in no longer supported and completely changed to software gamma like in GoldSrc.
FS: get support of quake WAD2 file format
Engine: allow to save cvars at game-side into config.cfg and properly restore them
Render: new frustum culling code (come from P2:Savior renderer)
GameUI: allow menu request video-res list from the engine instead of keep copy of array into the menu code (this may cause potentital mismatch trouble)
Render: full implementation of Quake1 sprites and LordHavoc spr32 file format (this is usefull for my new project that called QWrap) 
Render: studio model renderer was rewrited to get more compatibility with GoldSrc.
Render: studio shadows now using light direction (instead of fixed vector)
Render: studio boneweighting implementation (for new P2:Savior mdl format extesion)
Sound: musicvolume was renamed to MP3Volume to match same name in GoldSrc
Client: demo playing is now using viewangle interpolation and movement predicting
Client: rewrite client-side events queue and playing code
Client: rewrite client frame delta-compression
Client: rewrite client predicting
Client: rewrite client interpolation
Client: fix old trouble with beam follow that tends to glueing with new unsupposed entity
Sound: fix sound origin for rotating bmodels
Client: reorganize client frame for better compatibility
Network: protocol was updatetd to version 49 (this is not match with GoldSrc just same number)
Client: rewrite handling of client-only models
Engine: rewrite conception of network user variables (info strings)
Network: fix network message fragmentation
Console: now in-game console can displayed all the message from engine starts and nothing to skip
Network: rewrite net graph code, optimize
Newtork: adds the debugging tools fakelag and fakeloss
Client: rewrite client trace allow to collide with pmove->visents properly
Client: loading quake-style icons for "loading" and "paused" images.
Client: get support for quake1 fixed fonts
Client: rewrite temp entities, tune effects constants and other things
Client: cull tempentities with PVS
Render: change fog handle to prevent some troubles in mods that based on SoHL.
Render: decals on translucent surfaces is now properly sorted from backside view
Render: optimize water waves (perfomance)
Render: merge decals into batches on world geometry (perfomance)
Render: add a new cvar r_lightmap_nearest to show unsmoothed lightmaps (debugging thing)
Render: apply box filter to 1-bit alpha channel (remove ugly borders)
Render: get support with func_details that contain alpha-test textures
Render: rewrite sorting of translucent entities and brushfaces
Render: new code for lighting studio and alias models
Render: handle typical gl-errors while gl_check_errors is set to 1
Render: particles code was rewrited
Render: now tracers uses external texture sprites/dot.spr instead of procedural particle (same as in GoldSrc)
Render: some fixes for random tiled textures
Render: rewrite sprite lerping between frames, fixup some errors
Render: interpolate attachment origin for attached sprites in case a parent doesn't have a real attachment points
Render: studio glow-shells was rewritten, fix broken shell normals (old GoldSrc bug)
Render: allow model scale on studio models culling (cause problems in SoHL-based mods)
Render: compute true min-max for all studio models automagically (this useful on client trace for pmove->visents)
Render: remove picmip and skymip code
Render: disable GL_EXT_texture_lod_bias on all Intel cards (this cause problems)
Render: handle skybox images for Quake1 and Half-Life rules (underline suffix issues)
Render: render stub texture for missed skyboxes
Sound: rewrite sound PHS occlusion, fixup some errors
Input: fix old bug where buttons automatically unpressed during changelevel
Engine: totaly rewritten code for system of config executes, eliminate re-executing etc
Console: cmd "mapstats" now displayed map compiler name (if available)
Console: commandline option -oldfont is cause to load console font from gfx.wad (like in GoldSrc)
FS: allow to place wad-files into pak-files (and keep right acess order)
FS: rewriting games analyze on engine startup (missing gameinfo, empty mod folders and other problems)
Engine: clipping hull sizes is now shared across network
Server: disable extended pusher physics as default (it will activated with feature ENGINE_PHYSICS_PUSHER_EXT)
Engine: rewrited dedicated server code (restarting and cmdline)
Engine: load colored lighting from external file mapname.lit (quake feature)
ImageLib: allow to interpret masked textures as colored decals (GoldSrc can too)
SoundLib: update mpeglib version to avoid glitches and crashes on mp3-seeking.
Server: remember last issued map and restart from them (cvar hostmap)
Server: properly handle of func_monsterclip tracelines
Server: disable PAS for singleplayer (same as in GoldSrc)
Server: fix error with user message overflows (thx albatross)
Server: allow to spawn unnamed entity with class "custom"
Server: new code of velocity normalization
GameUI: fixup menu buttons loader (0-entries palettes)
Engine: many small fixes and other improvements that i can't to list all them here

build 3597

Engine: implemenantion of generic extension of BSP file format. Some extra lumps used by mods to get a new features like terrains, improved lighting etc
Engine: rewrite PVS system for variable PVS radius that can be used as FAT pvs or FAT phs without recalculating vis-array
Engine: starting to implement a new global feature that called HOST_FIXED_FRAMERATE to get client and server with constant fps (xash-based mods only)
Render: some unsed funcs from RenderAPI was replaced with usefully funcs. Backward compatibility stay keep on
Render: added few function in RenderAPI for SDLash3D by Albatross request
Render: get support for loading multi-layered textures (for potential landscape implemenantion)
Client: added two funcs into engine interface for custom interpolation on the client
Server: allow to write map lums on a server to store userdata (physic collision, ai nodegraph as example). Works with extended BSP format only
Server: physic interface was updated and expanded to get more control over player and entities simulation
Client: demo protocol was changed to 2 ( allow comment in demo header)
Client: demo playing is now using interpolation of client view angles
Client: fixup some issues on demo playback
Client: fix broken parametric entities (rockets in TFC as example) in multiplayer
Client: net graph implementation like in GoldSrc
Client: fixup ugly "un-duck" effect while after changing level (see for example transition from c0a0b to c0a0c)
Client: clean-up and rewrite predicting code to get more compatibility for original prediction
Client: handle colon separately for client version of COM_ParseFile (like in goldsrc)
Client: finalize NETAPI. Now it can handle servers list from a master server (and display on a built-in client browser of course)
GameUI: fixup color-strings that sended across network as server names or player names
Client: texturebrower and overview mode now is not affected to player moving in world
Client: accumulate pmove entities right after handling delta's not after world rendering
Client: change master server address and request to actual
Client: exclude dead bodies from solid objects in pmove processing
Engine: fixup wad parsing from "wad" string in worldspawn settings (broken in previous version)
Client: new style of displaying FPS counter
Network: remove compression routine (very low efficiency)
Client: fix muzzleflashes decoding from an studio animation event
Engine: fix crash\hanging while trying to play AVI-file when codec is not-installed
Client: change color handle for viewbeams (remove color normalization)
Render: rewrite waves on water surfaces, uses table sin, increase speed and look close GoldSrc
Render: completely rewrite texture loader, remove obsolete code, added support for multi-layered textures and float textures, fix errors
Render: now "gl_texturemode" is obsolete and removed. Use "gl_texture_nearest" cvar instead
Render: improved doble-cloud layering sky for Quake. reduce parallax distorsion
Render: completely rewrite OpenGL loader. Remove obsolete extensions, fixup some errors
Render: moved lightstyle animation from render frame loop to client frame loop (to prevent execute lightstyle animation on multipass viewing)
Client: fixup studio culling on models with non-default scaling (large models in SoHL)
Sound: change DSP code to get DSP effects like in original GoldSrc
Sound: rewite sound PHS code. Now it can be useful
Sound: first implenantion of raw-channels manager (in future this will be used for a custom video playing in xash-based mods and voice stream)
Sound: sentence sounds now can be freed after playing (and saves some memory)
Client: get VGUI backend to implement of lastest version of vgui.dll
Engine: sort commands and cvars in alpha-bethical order. Include scripting functions from SDLash3D
Console: now map list show an extension or type of various map and mapstats check level for transparent water support
Console: replace the console buffer with effectively circular buffer (up to 1mb messages)
FS: do complete revision of filesystem code, remove WAD2 support
ImageLib: fix crash in quantizer while image is completely black
Server: ignore sounds from pmove code when prediction is enabled
Server: change userinfo handling, fixup info send to all the clients
Server: fixup player animtion timings
Server: enable cl_msglevel to filter up unneeded messages
Server: restart server right if circular buffer pointer was exceeded 32-bit limit value
Server: fixup player think timings
    

build 3366

Render: get support for custom DXT encoding (custom renderers only)
Render: remove image program stuff (just not used)
Engine: adding support for new wad filetypes (like DDS images) and wad imagetypes (normalmap, glossmap etc)
Render: implement tiling on the studiomodels
Client: do revision of predicting implementation, fix errors, more clean code
Client: implement prediction error to avoid ugly blinking view on moving platforms when predicting is enabled
Render: fixup the DDS loading code (invalid calc for mip-sizes)
Client: fixup parser of detailtextures when texturename contain symbol '{'
Render: added experimental hint for Nvidia drivers for force select Nvidia videocard when engine is running
Engine: rewrote condition to calculate level CRC (singleplayer or multiplayer)
Engine: added cvar r_wadtextures like in HL. First load textures from the wad, then from BSP
Server: fix bug with cl_updaterate variable (always get default values if not changed by user)
Server: recalc the ping time correctly
Server: fix bug with too long player name
GameUI: fix bug with 4-bit bmps buttons (image cutter)

build 3224

Client: make players solid for prediction code
Client: change out of band request to make compatibility with custom master-servers
Client: reject triggers and other like things for prediction code
Client: fix the potential crash in prediction code
Render: fix the potential crash in image loader
Client: fix thirdperson camera culling
Console: experimental fix for console problems with word-wrapping
Network: fix bug in BF_WriteBitAngle function (thx mittorn)
Network: rewrite clamping bounds for delta-variables (it was incorrectly)
Network: change address of master server (now master is working)
Server: some changes for client connection\disconnection to prevent possible errors or crash the server

build 3153

Render: RenderAPI update. New parm PARM_REBUILD_GAMMA to differentiate from map restart or change level when called from GL_BuildLightmaps
GameUI: increased slots for savedgames\multiplayer maps up to 900

build 3145

Engine: add support for studiomodels with fixed texcoords multiplier (a studiomodel format extension)
Engine: first experimental implementation of client movement predicting code (thx SovietCoder)
Engine: first experimental implementation of client movement interpolation code (thx SovietCoder)
Engine: some small bugfixes

build 3030

Client: remove demoheader.tmp while engine is shutting down
Render: allow .dds format for detail textures
Render: get support up to 16384 verts per submodel for studio models
Render: disable vertical sync while level is loading
ImageLib: allow support big textures up to 8192x8192
ImageLib: rewrited code for detecting alpha in DXT3, DXT5 formats

build 3000

Render: new render info parm PARM_TEX_GLFORMAT for getting a real format for a given texture
Server: added a engine memory allocations through internal mempool and function GetTextureData (a part of tracing alpha-textures)
Client: clamping client pmove time if fps is too high
Client: new fps counter-style that showing min and max values (cl_showfps 2 to enable)
Render: get support for DDS textures (DXT1, DXT3, DXT5 and ARGB is allowed)
Render: get support for floating depth-buffer texture (high prescision depth-buffer)
Render: added VSDCT internal texture
Render: add support for seamless cubemaps
Render: fullscreen resolution auto-detect on first launch
Render: added resolution 1600x900
Render: new command line option -gldebug (enable internal GL-driver debug info)
Engine: fix bug with CRC calculation on BSP31 format (thx [WPMG]PRoSToTeM@)
FS: additional check to prevent error "Mem_Free: not allocated or double freed (free at filesystem.c:1489)"
FS: fix FS_Eof function (thx [WPMG]PRoSToTeM@)
VGUI: handle ESC key while VGUI is shown
Engine: allows to load "deluxedata" from base folder even if a map placed in game folder (probably it was a stupid limitation)
Server: replace Host_Error "ED_Alloc: no free edicts" with Sys_Error to prevent possible troubles

build 2900

Console: add detection for Paranoia 2 maps (show message in console)
Engine: fix playing video when fps_max is 0 and framerate too high
Engine: add function TraceSurface into pmove, EventAPI and PhysicAPI interfaces

build 2867

Client: another extension for EventAPI: function EV_SoundForIndex to get soundpath from soundindex
Render: RenderAPI update. New flag TF_NOCOMPARE to disable comparing for depth-textures and PARM_CLIENT_ACTIVE (self-explanatory)
Server: PhysicAPI update. Add support for file searching.
Client: fix a little bug in CL_AddVisibleEntity
Client: check rectangles right for hud.txt
Client: fix demoplaying in background mode (changelevel etc)
Client: fix SOLID_CUSTOM support in client trace
Render: create debug context for powerful OpenGL debugging
Render: fix bug with kRenderWorldGlow
Sound: add two new cmds: spk and speak like in GoldSrc
GameUI: fix buttons bmp loader

build 2664

Engine: restore right ordering of arguments of SV_StudioSetupBones export
Render: a some cosmetic changes in RenderAPI
Client: make levelshots for background demos
Client: now cmd 'startdemos' invoke to play demos sequence like as background map
Client: increase demo auto-naming from 100 up to 10000
Client: fix bug with inverted PITCH of non-local playermodel
Client: added FireCustomDecal into EfxAPI (was missed)
GameUI: fix some crashes after end the background map (like call of trigger_endsection)
Client: eliminate muzzleflash copy from mirror reflection in normal view
Render: fix bug with max_texture_units clamping
Render: completely remove glScissor calls (just unused)
Render: update thirdperson code for mirrors
Render: rewrite viewport setup code
Render: fix software gamma adjustment bug while flashlight is enabled
Render: reset vid_displayfrequency if current value isn't support by user display. Throw warning message
Engine: allow new param in gameinfo.txt who called soundclip_dist <radius>. Default is 1000.
Sound: new cmd 'playvol' like in GoldSrc
Server: fix crash in 'Gunman Chronicles' at map end1.bsp
Engine: show more infos with cmd 'mapstats'
Network: fix bug with DT_TIMEWINDOW_8
Server: fix bug with triggers with 'liquid' textures
Server: fix some bugs in PVS calculation on server
GameUI: enable auto-refresh of actual multiplayer maps list
GameUI: update 3D playermodel preview for 16:9 screen aspect

build 2636

Engine: added internal loader for deluxemap data (.dlit file that produces VHLT)
Engine: msurfmesh_t was reorganized to complex vertex data instead of single arrays (VBO-ready)
Engine: decal_t now contain msurfmesh_t with all vertices and texcoords
Render: RenderAPI interface updated to version 35
Render: get support for float textures format (GL_ARB_texture_float is required)
Render: implementation of image program preprocessor, like in Doom3, syntax: AddNormals( texture1.tga, texture2.tga );
Render: get acess to internal tesselator through RenderAPI
Server: a little update for PhysicInterface: get support for custom decal save\restore
Client: separate levelshots for wide-screen and normal screen
Client: revert parametric rocket implementation (previous was lost between two backups)
Client: fix a potentially crash when calling function IsSpectateOnly
Client: now 'ESC' button while playing video invoke jump to next video in list (instead of completely stopping video)
Client: fix bug when demo ends up (Connection Problem)
Client: now compensate screenshot gamma is toggleable (cvar "gl_compensate_gamma_screenshots")
Render: optimize decal code, remove unused functions
Render: now all the lightmaps stored into 1024x1024 texture
Render: add cvar "gl_detailscale" for customize _detail.txt generation
Render: fix some errors with studiomodels lighting
Sound: increase maximum count of words in sentence up to 64 (from 29)
Engine: fix broken recursion in Cmd_CheckMapLis_R (potentially crash)
Client: passed keyup event through HUD_KeyEvent callback
Network: change delta params for skycolor_* variables (in some cases color value was incorrect received)
Network: fixed TIMEWINDOW_BIG mode
Engine: add engine build number into console log

build 2463

Engine: reorganize data in texture_t. Release one variable for mod-makers
Engine: change decal_t structure get compatibility with GoldSrc
Engine: expanded mextrasurf_t reserved fields up 32
Engine: update player_info_t (added customization_t like in SDK 2.3)
Engine: increase local_state_t->weapondata up 64 slots
Engine: update IVoiceTweak interface
Engine: new lightstyle system with local time and custom interpolation
Engine: fix bug with lightstyle save\restore (only first 64 symbols of pattern was saved)
Engine: update r_efx_api_t interface
Engine: update engine_studio_api_t, remove uncompatible function StudioGetTexture, added three new (thats came from CS:CZ)
Engine: added ref_overview to support custom overview implementation
Engine: render interface is outdated now. New render interface has version 30 (too much changed)
Engine: update triangleapi_t interface
Engine: update cl_dll interface (also added support for signle export that called 'F')
Engine: a lttle update for enginefuncs_t (server interface)
Client: fixed crash on shutdown when custom renderer uses AVI-files
Engine: applaying scale for decals on brushmodels or world geometry
Engine: update model_state_t thats keep info about studiomodels for studio decals. Include body and skin
Engine: get support for custom studiocache on static and tempents
Engine: write R_Srpite_WallPuff from pEfxAPI
Client: fix bug with beam sorting (solid beams was drawing in translucent pass)
Render: add special flag for decals thats indicated local space (any decal after first shoot)
Render: apply emboss filter on studiomodel textures
Render: rewrite client event system for studiomodels. Get more predictable results
Network: write existing decals and static entities into new demo
Network: protocol was changed to 48
ImageLib: fix old bug with save non-aligned 8-bit bmp files
Server: fix bug with reloading hl.dll when map was changed every time
Server: a client part of save-file is outdated. New version is 0.68

build 2402

Engine: added new feature flag for compensate stupid quake bug
Client: update the render interface, added usefully function GL_TextureTarget
Render: get support for GL_RECTANGLE textures
Client: fix playerangles in event receive (Paranoia bug with decals)
Render: fixed mipmap generation for normalmaps (TF_NORMALMAP)
Render: added two built-in textures: *blankbump and *whiteCube (self-explanatory names)
Engine: made better check for Half-Life alpha maps (version 29 with colored lighting)

build 2271

Client: fix message TE_GLOWSPRITE. The gaussgun in Xash Mod is properly worked now.
Client: restore studio check for missed models and ignore them instead of call the Sys_Error
Server: fix crash in Gunman Chronicles (scorcher issues)

build 2223

Engine: added option "nomodels" for liblist.gam (disallow user to choose playermodel)
Client: a new callback for render interface who called R_DrawCubemapView. This fixes cmd "envshot" for XashXT
Client: store screenshots into root of folder "scrshots" instead of "scrshots\mapname"
Client: engine using callback CL_CameraOffset now
Client: fix angles for cmd "envshot"
Render: rename a miss cvar "r_anisotropy" to real name "gl_anisotropy"
Render: now "r_speeds 4" displays an actual count of "real" static entities that was created by call of MAKE_STATIC function
Render: fix bug with blinking Quake Sky while autosave in progress
Render: keep actual hardware gamma for multiple instances of application
Engine: get support for Half-Life alpha maps (that has version 29)
Server: fix the client rejection mechanism
Server: using the pfnClientDisconnect callback
Server: some changes in physics code (for MOVETYPE_PUSH)

build 2153

Render: added cvar "gl_nosort" that disables sorting of translucent surfaces

build 2148

Engine: implement support of new BSP format that called BSP31
Engine: added new feature - big lightmaps 256x256 instead of 128x128. This is used for new BSP format 31
Render: new texture viewer implemented (navigate pages with arrow keys)
Engine: added cvar gl_keeptjunctions from Quake (removes a collinear points, economy some vertexes)
Sound: test thing: release sentence sounds after playing
Engine: rewrited code for anti (_-=ZhekA=-_) system
Console: don't moving cursor if autocomplete was failed on second or all next arguments
Engine: release all elements of client game cvar (was potential memory leak)
Engine: allow change game for dedicated servers
Server: added default case for Studio Blending Interface while server is not loaded (e.g. remote connection). Was here a potential crashpoint.
Engine: parse "wad" field from entity string and use wad ordering for loading textures that may have matched names but placed in different wads
Network: change protocol to 47. Old demos will stop working.
Network: rewrite delta-comparing code. In theory this may reduce a network traffic
Server: fix crash for fast switching between singleplayer and multiplayer
Server: optimize MOVETYPE_COMPOUND code
Server: added missed flag FL_FAKECLIENT for bots

build 2112

Engine: fix bug with ambient sounds that won't writes into demo
Client: allow plaque 'loading' between demos change
Client: make work fade flag FFADE_MODULATE
Render: fixed underwater fog recursive leaf search code (thx XaeroX)
Render: replace all 'random' calls in CL_RocketTrail code from RANDOM_LONG to rand() to get more compatibility with original quake particles
Render: adding default studiomodel bbox for right culling client static entities
Sound: add info about background track state into console command "s_info"
Sound: increase static channels count up to 128
Client: write background track state into demo
Engine: fix crash when typing 'cvarlist' into console
FS: allows lookup system files into root directory (e.g. vgui.dll etc)
Engine: added new command 'modellist" (prints list about all loaded models)
Engine: add terminator for entity string to be guranteed have valid end of the entity string
Engine: purge all fake bmodels from previous map when server is changed
Memory: increase check for filename debug length from 32 to 128 characters
Server: background track which will be specfied from worldpsawn settings now are looped
Engine: fix bug with recorded demos in Quake Remake after changelevel
GameUI: 'gamestartup.mp3' now are looped
Server: fix the SV_StudioSetupBones interface declaration error (thx maricool)
Render: change MAXSTUDIOTEXTURES limit from 128 to 256
Client: change passed argument for HUD_Frame callback from cl.time to host.frametime (thx XWider)
Client: remove screen align to prevent deform on resolution 1366x768
FS: do check what mod folder is really existed (this helps avoid to creating empty folder)
GameUI: replace checkbox "Allow Software" with "Vertical Sync" in menu "Video Modes"


build 2015

Server: fix the sound problem with weapons
Render: added rendermode kRenderWorldGlow (6) like in HL2
Server: added new callback into PhysicsInterface that named SV_TriggerTouch
Client: kill a little jitter for monsters that standing on elevators
Client: fix very old bug (initially comes from Quake1) with efrags relinking on a static client entities
Sound: got rid of message "S_PickChannel: no free channels" when breakble objects were broken.
Engine: ignore to load HD-textures when dedicated server is running
Client: count of static entities increased up to 512
Render: fixed bug with wrong clamping on 3D textures
Render: added a new one internal texture - gray cubemap that named as "*grayCube" without quotes
Render: disable depth mask on studiomodels when render mode is "additive" (original HL rules)
Sound: added a new untested feature for cull sounds by PAS on the client. Cvar "s_phs".
Sound: add save\restore for all dynamic sounds in-game
Sound: add save\restore for background track
Engine: added two new cvars called "build" and "ver" for more info
Engine: get support for loading game dlls from packfile
Engine: get support for transparent conveyor belts. Texture name must starting from "{scroll"
Sound: fix bug in wav-streaming code
Server: add save\restore for client static entities (engine function MAKE_STATIC is now useful!)
Server: remove command "map_backgound" in dedicated server mode
Server: disable "Touch" function when playersonly-mode is active
GameUI: don't draw logo.avi from root folder with user mods
Client: added partially HD-textures support for sprites
Server: now custom message code check all the visible portals (Xash-mod feature)
Server: add quake-style for BSP hulls selection (cvar sv_quakehulls set to 1)
Engine: remove jpeg image support (just unneeded)
Server: remove ugly movement delay after map loaging in singleplayer
Render: check studio skins for negative values to prevent possible crashes 
Console: fixup negative values for "scr_conspeed" variable
Render: fix interpolation bug for studiomodels on internal studio renderer
Physic: transform trace BBox into local space of bmodel
Engine: implement new system of engine features that can be enabled by Mod-Maker request
Engine: build BSP surface meshes for Mod-Makers. e.g. for build collision tree of VBO\VA custom rendering
Engine: allow support of large maps up to +\- 16384 units (need to edit delta.lst and enable feature in the engine)
Engine: rewrite MOVETYPE_TOSS, MOVETYPE_BOUNCE etc
Client: implement new draw type TRI_POINTS for TriAPI
Client: changed snapshot name from mapnameXXXX.bmp to mapname_XXXX.bmp (by Qwertyus request)
Client: write experimental code for interpolate bmodels movement (pev->animtime must not equal 0 for enable)
GameUI: allow scissor for enginefunc pfnDrawCharacter
Network: protocol changed. replace obsolete message svc_frame with message svc_restoresound
Client: remove pieces that stuck in the walls for TE_BREAKMODEL message
Render: fix mode r_lighting_extended 1 for prevent permanently black lighting in some cases
Render: global fog update. get the uniform color for all the underwater objects (thx n00b)
Render: fix issues with conveyor HD-textures (it can moves slower than physical conveyor speed)
Render: added support for HD-textures for normal sprite frames (non-HUD sprites)
Render: sorting meshes for studiomodel surfaces (draw "adiitive" surfaces at end of the list)
Render: release GL-context when engine is shutting down
Render: set gl_allow_static to zero as default
Sound: set s_cull to zero as default
Input: fix problems with call WC_SYSMENU instead of user-defined command when ALT is pressed
Console: add a new command that called "mapstats" and works like bspinfo.exe
Physic: added new meta-type SOLID_CUSTOM that could be traced in game dlls with physic API
Pmove: get to work PM_CheckStuck on a server-side
Server: added a new cvar that called a "sv_validate_changelevel" for skip any checks with changelevel problems
Server: make check for recursive changelevel (and ignore it)
Server: fix the problem with non-sended events when a player sight cross-line contents
Server: rewrite MOVETYPE_STEP and MOVETYPE_PUSHSTEP physics
Server: allow to MOVETYEP_PUSH blocking by dead bodies
Server: fix bug with MOVETYPE_FOLLOW
Server: added TriAPI through Server_PhysicsInterface for debug purposes
GameUI: replace broken letter '¸' with 'å'
GameUI: don't draw logo.avi for mods without this file in gamedir
GameUI: fix buttons loader bug
GameUI: enable scissor for all ScrollList menus
GameUI: restore the menu buttons control from keyboard
Client: get walk animation support for 'wrong' player models that uses different skeleton
Server: ignore savegame during intermission (used for Quake remake)
Render: merge mirrors with same plane into one pass (perfomance option)
Render: fix errors in function GL_CleanupTextureUnits (it was cause problems in XashXT)
Render: allow decals on 'Solid" surfaces: grates, ladders etc (thx n00b)
Render: rewrite "r_lighting_extended 2" mode
Render: add optional texture sorting for models with Additive and Transparent textures (r_studio_sort_textures cvar)
Engine: makes AABB transform trace an option for switchable engine features
Engine: allow studiomodel textures up to 4096x4096 (for indexed images)
Server: merge PVS for looking for client through portal cameras
Server: fix bug with collect savegame info from basedir (e.g. valve)


build 1905

Physic: fix trace bug when model is missing
Client: implement function TriScreenToWorld
Server: add local times for all the clients
Server: implement unlag system
Client: added ex_interp variable
GameUI: added support for playermodel images (preview thumbnails)
Engine: fix potentially crash in menu after calling Host_Error
Engine: fix crash on Cry Of Fear modification (memory corrupts)
Engine: first implementation of HLTV
Render: fix a little bug with engine mirrors
Sound: implement separate volume controls for background track and game sounds
Sound: fix wrong position for dynamic sounds in case parent entity never has updates on the client
Client: first implementation of extended engineinterface.
Server: fix bug with update movevars after the server initialization.
Input: cancel mouse movement while switches between menu\console and game
Render: added function R_EntityRemoveDecals into RendererInterface
Render: fixed bug with crash engine on custom resolutions while makes a screenshot (e.g. 1366x768)

build 1850

Physic: add check for liquid brushes that has only hull0
Render: draw decals without culling on the transparent surfaces
Engine: fix decal transition bug on global entities
Client: fix "r_drawentities 5" debug code in client.dll
Render: rewrited detail texture code for using detail scale for each diffuse texture instead of each detail texture
Render: custom render interface is changed to version 26
Engine: added custom studio decals serializtaion
Server: fixed check for russian letters in the commands "say" and "say_team"
Server: physics interface is changed to version 6
Client: allow console in multiplayer even while dev-mode is disabled
Engine: added new message SVC_STUDIODECAL that passed through engine and call function in extended rendered interface
Engine: hook PrintScreen and manually writing screenshot into clipboard
Render: fix decals drawing when rendermode is TransColor
Render: add support for cubemaps, 1D and 3D textures
Render: added some new internal textures that using by Xash-Mod 0.5
Render: fix reflection for Glow-Sprites and follow beams
Studio: fix poly-counter for studio models
Engine: add support for userconfig
Engine: allow letter '¸' in console and chat-mode
Engine: fix REG_USER_MSG for messages that registering in-game
Server: clear savedir when new game is started
GameUI: loading maps.lst from basedir while mod doesn't contain multiplayer maps
Network: implemented QueryCvarValue and QueryCvarValue2
Physic: new pm-trace code, new server trace code, new studio hitbox trace code
Client: rewrite demo record and playback
Render: add support for STUDIO_NF_FULLBRIGHT
Physic: fix pmove trace bug

build 1770

Client: add command "on"-"off" for virtual CD-player
Client: add command "snapshot" that save screenshots into root folder
Client: add studiomodel missed flags like in Quake (EF_ROTATE, EF_ROCKET, EF_GIB etc)
Sound: clear LOOP flag for engine funcs PlaySoundByIndex and PlaySoundAtLocation
Render: fix r_wateralpha, move cvar to server and allow save-restore it
Render: fix old bug with surface->flags
Render: fix crash when studiomodel isn't loaded but trying to draw
Render: remove cvar gl_texturebits
Render: allow 16-bit color mode when decktop has same
Render: rename "vid_gamma" to "gamma", make backward compatibility with GoldSource config
Sound: get support for automatic ambient sounds like in Quake
Sound: add cvar "s_combine_channels" that trying to combine mutilpe channels with same sounds into one
Engine: add "secure" option support for both liblist.gam and gameinfo.txt
Engine: fix bug determine current directory
Server: fix bug when some sound messages can't be sended to client (e.g. not vised map)
Render: allow to load hi-res quake sky (two layers called as sky_solid and sky_alpha)
Physic: fix trace bug when bbox mins are 0 0 0 and bbox maxs are positive values (like quake boxes)
GameUI: add checkbox "allow materials" in menu Video Options.
Client: implement "viewsize" cvar
GameUI: add new function to inteface called as pfnProcessImage
Client: add support for default studiomodel flags like quake effects (light, smoke, blood etc)
Render: add engine mirrors (can be set on map with texture "decals.wad\reflect1")
Client: rewrite client font system to allow support for "hud_scale" feature
Client: re-enable client static entities (see engine function MAKE_STATIC for details)
Sound: clear "loop" flags for client engine functions PlaySoundByName and PlaySoundByIndex
Client: fix potentially crash in StudioRemap code
Client: finalize 'GlowShell' effect on StudioModels
Render: implement software gamma control that based on lightmap adjusting (gl_ignorehwgamma 1)
Render: restore projection and modelview matrices before call V_CalcRefdef to avoid errors on custom rendering (e.g. HLFX 0.5, Trinity Renderers)
Render: remove all stuff for 3dfx gamma control
Render: add missing function R_ScreenToWorld
Engine: add "icon" option support for both liblist.gam and gameinfo.txt
Render: get support for rotational skybox that can be saved and restored with current angle
Engine: fix bug with incorrect detecting Blue-Shift maps in some rare cases
Engine: add autocomplete for 'entpatch' command
Engine: fix Host_Error issues
Network: add IPX and IPX_BROADCAST for backward compatibility with GoldSrc
Engine: do revision for 'allow_studio_scale' cvar in trace code
GameUI: added support for Steam backgrounds
GameUI: hide input symbols for "password" field in "create server" menu page
Client: initial implementation of NetAPI
Render: clear decals code. Add transparent rendering for 'glass' decals
GameUI: added new argument for pfnPIC_Load.
GameUI: fix loading flipped Steam background images
Client: remove gravity for R_Implosion effect
Sound: add SND_MoveMouth16 for support 16-bit sounds lip-sync
Engine: fix potentially crash during parsing titles.txt when file is empty
Engine: increase MAX_VALUE field up to 2048 characters
Console: rename con_gamemaps to con_mapfilter
Sound: add check by PVS for dynamic entity channels
Sound: add sound culling by geometry (cvar 's_cull' for enable or disable)
Server: fix changelevel bug
Engine: fix sound pathes with backward slash
Engine: rewrite COM_LoadFile and LoadFileForMe for use malloc instead of engine Mem_Alloc
Server: check date for entitypatch to avoid loading too old pathes (when map is never than path)
Server: bug fixed in CreateNamedEntity (on create not existed entities).
Server: rewrite engine func pfnAlertMessage to avoid crash in AM:Rebrith
Server: align memory for edicts by 4 (this help to avoid crash in Poke646)
Render: bugfixed with rotational brush culling (perfomance)
Server: changelevel bug fixed (accumulate global entities)
Server: changelevel bug when entitypath on new level is too old (new level is never than him entitypath)
Server: physical inetrface for custom physic implementation is updated to version 5
Physic: fix bug with MOVETYPE_COMPOUND
Server: fix bug with force_retouch on start the level (to avoid crash in Todesangst2 on t2e1m10)
Render: fix rendering for FACE_UPRIGHT sprite types (doom-like sprite monsters)
Protocol: shifted up additional EF_ flags to avoid collisions with Trinity Renderers
Render: now hardware gamma-control is fixed
Client: implement new render interface for custom renderer implementation (current version is 12)
Client: added two new funcstions into event API (IndexForEvent and EventForIndex)
Client: added new function into IEngineStudio interface (StudioGetTexture) for custom rendering implementation
Client: passed server beam entity through client function HUD_AddEntity, make force to add menu entity (player setup)
Client: passed static client entities through client function HUD_AddEntity
Physic: add support for rotational water and triggers

build 1662

Client: implement StudioRemapColors function
Client: add simple shadows for stduiomodels (disabled like in GoldSrc)
Client: fix some Paranoia bugs when custom renderer is disabled
Client: implement overview tool (dev_overview)
Client: add debug commands linefile and pointfile
Client: get support for full-color external textures (tga format) - world, studiomodels and decals
Client: fixed some HLFX 0.6 bugs
Client: fixed follow studiomodels (like flags in CTF)
Server: add pfnGetApproxWavePlayLen
Sound: get support for mp3's with wav header
Server: fixed FIND_CLIENT_IN_PVS
Server: fixed PlaybackEvent, use camera PVS point when client see in
Render: enable lightmaps on a transparent surfaces like windows (r_lighting_extended 2)
Server: func_pushable can push players which standing on (sv_fix_pushstep)
Render: partially fix for underwater fog (temporary solution)

build 1613

Client: fix drawing beams for 'solid' mode
Image: fix BMP loader for 4-bit color bmp's
Client: fix lightlevel calculating for local client (remove 'ambient' base from final value)
GameUI: first implementation of custom strings and support 'strings.lst' parsing
GameUI: replace unneeded button 'credits' with button 'previews'
Render: fix sprite interpolation
Render: fix angled sprites offset
Render: implement detail textures like in Steam Half-Life (thx n00b)
Client: rework env_funnel effect
Engine: get full support for input, processing and drawing russian letters
Console: add console commands 'messagemode' and 'messagemode2'
Console: fix bug with autocomplete (enable sort for found cmds)
Client: added HUD_ChatInputPosition for CS 1.6

build 1598

Client: fix crosshair drawing
Sound: change libmad mp3 decoder on a mpg123
Client: fix gibs randomization for TE_BREAKMODEL
Engine: fix modelloader bug (engine crash after not found map)
Video: add resolution 1366x768
GameUI: fix skill select
Network: change 'svc_setangle' message, include rollangle
Render: fix chrome rendering on a studiomodels
Render: added video memory economy mode - cvar 'gl_luminance_textures'
GameDLL: first implementation of extended engineinterface. Metamod is supported now

build 1557

Sound: fixed wrong sound angles when client see in the camera
Render: fix crash on change gl_texturemode and gl_anisotropy.
Client: change relationsip for GetLocalPlayer. Now it's always valid.
Server: rewrite SV_Multicast for correct work with custom user cameras
Server: rewrite FIND_CLIENT_IN_PVS like in QW 

build 1540

Fixed many-many small and large bugs before final release

build 1529

FS: add "fallback_dir" option
Server: fix func_pushable interaction with movers. Add new cvar "sv_allow_rotate_pushables"
Server: added support for 'SV_SaveGameComment' export
Server: fixed backup for quick.sav and autosave.save (quick01.sav and autosave01.sav) 
Client: add commandline option "-nointro" to skip start movies
Pmove: add sv_clienttrace that shared across network
Render: implement "envshot" and "skyshot" commands for make cubemaps or skyboxes
Server: fix remote connection (rcon)
Render: add glare reduction option in menu
Server: fix FindEntityInSphere bug (satchel issues in multiplayer)
GameUI: added to scrollbar in srcoll lists (thx ADAMIX)

build 1516

Engine: fix Sys_Error blowout
GameUI: implement new credits effect in Half-Life (when game is end)
GameUI: use system cursor instead of emulated

build 1515

Engine: fix some bugs

build 1507

Console: implement Con_NPrintf and Con_NXPrintf
Render:  adding better lighting for studiomodels (right lighting for long sequences e.g. forklift.mdl)
Network: clamp all integer values to prevent them out of range
Client: VGUI implementation
Render: fix decals loading
Server: fix NAN error on a crossbow launch

build 1488

Render: fix invisible sprites when game is paused
Render: implement new better sprites lighting
GameUI: HL-style buttons (old good menu form WON version)
Render: fix some rendering bugs

build 1482

Engine: fixed critical bug
Launch: remove all built-in tools
Engine: add underwater fog
Engine: add cvar to control studio model scaling (enable or disable)
Engine: fixed bug with mouse in multiplayer (not work in menu)
Engine: fixed lag on rpg laserspot
Engine: added weapon and movement prediction (may be bugly, use with caution)
GameUI: added pfnRandomLong and pfnRandomFloat built-ins (and keep compatibility with old versions)
Engine: added map_background (special command for loading background maps like in Source Engine)
GameUI: added support for chaptermapbackground.txt script-file (random choose background maps)
Render: fix some rendering bugs for mods with custom renderer (Paranoia, HLFX etc)

build 1433

Engine: rework hitbox trace
Engine: implement new check for blue-shift map format
Engine: fix PointContents for custom contents checking (spirit)
Engine: fix "angle" field on maps (typically for gearbox)
GameUI: implement 'mouse look' checkbox

build 1430

Engine: fix crash with invalid room_type set (more than 60)
Engine: fix stuck on elevators or tracktrains for clients

build 1428

Engine: fix trigger_camera serialization bug
Engine: many-many physics bugs fixed
Engine: reworking monster's movement and path finding
Engine: hlfx 0.6 is now working
FS: fix bug with game and base directory dectecting when they matches
FS: watch for changes in liblist.gam and update gameinfo.txt (feature)
Engine: fix some rendering bugs
GameUI: added 'suitvolume' control
GameUI: rewrite playeyrmodel drawing, so you can shows changes when hi\low resolution button is toggled
GameUI: remove choosing audio and video library (interface changed!)
Engine: fix train startup sound on new level 

build 1422

Render: fix decals serialization bug
Engine: fix movie plaback bug (black screen)
Engine: fix crash on loading encrypted client.dll
GameUI: now recalc resolution when vid_mode is changed
Sound: fix musicvolume bug
Image: fix indexalpha palette bug
Physic: fix stuck on some items (weapons, ammo)

build 1418

Tools: move all tools into launch.dll
Sound: moving snd_dx.dll into engine.dll
Sound: implement CDAudio emulator with support mp3 tracks from original Half-Life
Sound: implement mp3 support
GameUI: GameUI.dll renamed to MainUI.dll to avoid conflict with original valve's GameUI.dll
Engine: support for StartupVids.txt
Engine: get full compatibility with hl.dll
FS: recode wad resource management (now support lumps from wads with same name)
Engine: trigger_camera is now correctly saved and restored
Render: add sorting for translucent surfaces
Render: make support for 'static' models (any opaque non-moving brushes engine automatically make as part of world)
Render: correct serialization for decals on bmodels

build 1338

Engine: fix a broken demos recording\playing
GameUI: get support for internal resources (built-in)
GameUI: make font.bmp, cursor.bmp and typing.bmp as part of GameUI.dll
GameUI: remove demo menus heads.

build 1334

Engine: prevent auto-repeat for most keys in-game
Engine: implement AVI movies support (instead of RoQ support)
Engine: enable logo.avi in main menu (see GameUI source for details) 

build 1313

Launch: code revision, remove dead code, implement some missed functions
Sound: fix some errors and crash
Sound: implement music volume
Sound: reworking sound mixer
Sound: implement DSP
Engine: add support for five mouse extra-buttons
Engine: fix some physics bugs
SDK: add blue-shift game source to SDK (combined with main game source)

build 1305

Engine: implement bit-stream network buffer
Engine: implement custom delta-encoding with user defined script (delta.lst)
Engine: reworking client entity for get more compatibility with original HL client
Engine: make SDK compatible with HLSDK 2.3 on the server-side
Engine: fixup across transition time-bug
Engine: completely rewrite server trace
Engine: rewrite hitbox trace
Engine: rewrite SV_PointContents
Engine: implement a new movetype: compound for gluing two entities together (like movewith in spirit)
Engine: fix toss entities on conveyors
Engine: rewrite MOVETYPE_PUSH
Engine: rewrite monsters movement code
Engine: reworking client and game interfaces
Engine: fix camera bugs (no sounds when client see in the camera)
SDK: fix many-many small HL bugs in original sdk code
Engine: fix trigger retouching system
Engine: adjust beam visibility

build 1271

Engine: enable server.cfg, listenserver.cfg, mapcycle.txt etc
Engine: got to work mapcycle.txt
GameUI: implement redefine keys menu
Engine: added autocomplete for cmd 'exec'
Engine: added version info in menu

build 1270

SDK: Shared launcher code
Engine: Partially fix bmodel interpolation
Engine: use standard .cfg files instead of .rc files

build 1269

Render: cut invisible water polygons
Render: implement EF_NOWATERCSG for control func_water backface culling
Tools: fix wadlib and spritegen round bugs
FS: implement binary search for wadlumps
Engine: revert low-res timer
Network: fixup userinfo fields 'model' and 'name'
Sound: implement custom pause for various sources
Input: disable mouse events when level is loading
GameUI: adding some missed dialogs
Render: fix interpolation on flying monsters
Render: fix wrong sprite attachments
Render: fix invalid frustum culling for studiomodels ( e.g. barnacle.mdl )
Physic: fix trace for rotating bmodels
Engine: fixup physinfo save\restore bug

build 1262

Engine: add 'allow_levelshots' cvar (disabled by default) to switch between custom levelshots and normal 'loading' screen
Client: remove fmod.dll implementation
Engine: implement variable-sized fonts (console, menu hints)
Sound: added support for stereo wavs plays (menu sounds)
Render: enable custom game icons (game.ico in mod folder)
Engine: move menu code into new user dll called GameUI.dll (based on original q2e 0.40 menu code)
FS: implement simple converter liblist.gam to gameinfo.txt

build 1254

SoundLib: ogg loop points (LOOP_START comment)
Client: recalc fov y for more matched with original HL
Bshift: fix env_laser entity
Client: fix fadeout for break model pieces
Gfx: replace default.bmp font with fixed alpha-channel (thx LokiMb)
Render: fix invisible beams behind glass
Render: fix glow-sprites drawing through walls (see also r_cullflares cvar)
FS: implement filter wadlumps by wadname (e.g. gfx.wad/backtile)
Render: implement kRenderTransColor
Engine: completely moving particle code into the client.dll
Client: implement tracers for sparks, garg streaks and bullets 

build 1249

ImageLib: added support for 4-bits and monochrome uncompressed BMPs.
ImageLib: fix data align for NPOT textures in menu (e.g. slider.bmp).
StdLib: skip empty symbols in numerical string for atoi and atof.
Render: implement LoadSprite for custom client sprites (e.g. hud)
Sound: fixed bug with background music looping
Fonts: implement Half-Life creditfonts
Client: move client.dll to valve folder