
Just for fun, here are all the changelogs for Nexuiz, so you all can see the amount of work put in to this game

All the devs have moved on with Xonotic, and I'm sure that will be just as actively developed as Nexuiz was.
Changelog 1.1
* Rocket launcher refire decreased to 0.9 from 1.2
* Grenade Launcher refire 0.7
* Electro refire 0.9
* Shadows are default off
* Can't easily toggle console on german keyboards, add ctrl-escape hotkey [all]
* Weapons listing in the control menu are incorrect: (laser, uzi, shotgun, uzi -- should be laser, shotgun, machinegun, mortar) [all]
* menu crash when using a specified query string in the join menu [all]
* Server console crashes on kick or view* commands [all]
* Hagar explsion effect() error: "CL_LerpAnimation: no such frame 19" during explosion (calling too many frames) (requires -developer option) [Willis]
* Mac application launcher q3bsp loading errors (freezes on loading screen) [all]
* Server listing: net_slist seems to be flooding itself out, sends out a full list of queries, but never gets more than 18-22 responses.[Willis]
* Screen resolutions achieved by editing the config file (eg 1280x1024), show on the video options menu as 320x240.
* if dropped by a server you stare at a black screen and have to manually bring up the menu or console [MrBIOS]
* Added a management window to create game, which helps you save and load game, weapon and maplist settings seperately
* Added support for colored nicks to the scoreboard and multiline support for colored messages
* +crouch has no effect on player movement (full run/walk speed, normal jump) [Willis/all]
* A player can have no name set, and in so, does not show on the scoreboard.
* r_shadow_realtime_dlight_shadows is set to 1 although the effects menu claims realtime shadows are disabled [Savage]
* Hagar fires through walls if you aim at them when right next to them. [forum bug report: SMNMX]
* Vampire mode game option
* New Bots
* in nexdm15 the jumppads are hard to see (right at the water level) [LordHavoc]
* in nexdm15 there is a water polygon in the sea floor [LordHavoc]
Changelog 1.2
* CTF, Domination and Teamplay gamemodes now are fully supported
* completely new Runematch gamemode
* reduced falldamage due to popular demand
* two new maps (for the CTF game mode)
* fixed nexdm17 to look like intended
* selecting gamemodes now works by selecting a map
* Fixed g_fullbrightplayers (so it actually works now - the powerup code was resetting it every frame)
* Added support for func_door and func_button
* many other things
Changelog 1.5
* samelevel 1 broken
* bullets not opening trapdoor in nexdmextra1 (nex works but not shotgun/machinegun)
* installing on Linux does not remove old configs, causing maplist problems
* Instant Action
* new bots on maps that have navigation info (not all maps - yet)
* much more precise aiming
* secondary for laser: change back to last used weapon (useful for laserjumping)
* engine restart now saves values for fraglimit_override and timelimit_override
* serverside default model/skin
* in-game team selection menu
* button that displays the welcome message again
* ready-button for (clan)wars that will restart the map
* player can select a color for his pants and his shirt (both forced to team-color when teamplay is enabled)
* player can drop weapons (impulse 17/bound to backspace)
* weapons are colored according to the pants/shirt colors
* electro gun combos
* new version of nexdm02
* replaced nexdm14 with a completely new map
* new map: nexdmextra2 (Aggressor)
* new gamemode: last man standing
* new modifications: minstagib, homing missiles, midair
* auto weapon switching on/off option
* voting
* observer/spectator-mode
* server fix for choppy movement
* reworked skins
* new map: nexdm18 (including a CTF variant)
* new menu style
* a lot of new sounds(weapons, items, environmental, announcer)
* many small bugfixes on various maps
* tdm is now based on team score
Changelog 2.0
* items were falling out of the map sometimes (this bug dates back to nexuiz 1.0), added a function in engine physics to put them back in the level if they begin to fall out (cause of this problem remains somewhat of a mystery, it is very inconsistent)
* nexdm07 could use a skybox and has some kind of water or fog on the floor around the RL, which is showing up as opaque grey
* misspelled and wrong map names (for example Bleach is being called Down With The Sickness, the menu has the correct names for all maps, the maps need to be corrected) - fixed as far as I was aware of wrong names. Someone may perhaps want to check (SavageX)
* add electro secondary lifetime cvar and separate radius cvars for primary, secondary, and combo explosions
* using the nex underwater triggers yoda message, it should not
* firstblood message was not playing except in minstagib mode due to a typo by someone
* add a last weapon key (toggles between two weapons) rather than having this only on laser (added this as impulse 11 and weaplast alias, and added to default.cfg on the left side button of many-buttoned mice)
* +hook should not use impulses (they can be lost in packet loss, buttons are much more reliable)
* fixed a severe bug with packet loss handling in server, this cures the 'tracers stuck in midair' bug
* return flag if fallen into trigger_hurt (void)
* cvars for lms starting armor/health and to enable/disable regeneration in lms
* allow spectators to join by pressing jump (just as observers)
* there used to be a mortar on nexdm11 - please add it again (in *.ent and *.txt files)
* crouching and then getting up in a space you can't stand in lets you move at full speed (only applies to ruins of slaughter map)
* spectator mode is jumpy with cl_movement 1 mode (cl_movement does not know you are flying, so it breaks completely)
* midair mode now grants temporary invulnerability after leaving the ground, fixing issues with multishot weapons doing damage with multiple shots simultaneously (some of which were successfully doing damage to the target)
* added a setting for temporary invulnerability after spawning
* splash damage to yourself spawns blood where the shot exploded which may be on a wall 5 feet away
* Simple text-only based fallback menu added so a user can easily see something is wrong and easily find a way to quit or check the console, with a disclaimer message with a possible remedy.
* suicides should count as kills in rocket arena (when your own rocket blows up in your face because of an enemy rocket detonating it, they should get the kill credit)
* camper protection for LMS
* qw compatible rcon support
* The Electro balls no longer collides with eachother, same for grenades.
* fixed vote chmap to not mess up the map cycle
* When you run out of ammo with the machinegun, it won't switch until you let go of the fire button. [kozak6]
* new gamemode: arena
Changelog 2.1
* FIXED: "did yoda show you" message when hitting dead bodies
* FEATURE: "teamstatus" shows a teamplay scoreboard on the server console
* FEATURE: CTF flag status icons
* FIXED: antilag could cause misses that would have been hits without antilag on
* FEATURE: say_team appears as centerprint message to improve team communication
* FEATURE: sound parameters are done in engine
* FIXED: crashes after map download, missing music or skybox after map download
* FEATURE: display player names when they are on the crosshair, and health of team members
* FIXED: runaway loop when g_maplist_position too large
* FEATURE: trigger_push.height (see http://t.div0.ccc-offenbach.org/jumppads.pdf or the example map necchesu)
* FIXED: three textures from another game sneaked in
* FIXED: jumppad sounds sometimes playing more than once
* FIXED: in teamplay, team scores could get lost when changing team or spectating
* FIXED: campaign also accepted draw games as "win"
* FIXED: sometimes, two weapons getting thrown on death
* FIXED: misleading text in the maplist menu
* FEATURE: spectating speed made faster
* FIXED: bots targeting themselves
* FEATURE: showinfo key shows timelimit/fraglimit
* FEATURE: when maps/mapname.sizes exists, the map is only chosen when there are at least (first line) and at most (second line) players
* FIXED: no picmip on lift button on warfare
* FIXED: maximum shooting distance was too small
* FEATURE: func_button.health == -1 means that the button has to be hit with any weapon - even damageless ones work (Minstagib laser)
* FIXED: laser target staying there when someone disconnects; bug with Uzi weapon switch
* FIXED: seethroughs on runningman*
* FIXED: no more revenge from the grave (detonating rockets in-air when dead)
* FIXED: hitsounds being played for corpses
* FIXED: domination weirdness (dompoint only getting taken when LEAVING it)
* FIXED: multiple weapon balancing/timing issues
* FIXED: menu unsetting m_pitch, causing x-only aiming
* FEATURE: gotomap: like chmap, but shows scores first. In a vote, chmap gets routed to gotomap.
* FIXED: weapon stay bugs
* FIXED: exit_cfg not being executed
* IMPROVED: spawnpoint selection for arena
* FIXED: docs/mapping.txt
* IMPROVED: nexuiz-linux.sh got replaced by two scripts, one for SDL and one for GLX
* FIXED: bluesky missing in default maplist
* FIXED: misleading map download documentation
* FIXED: overcaulk on aggressor
* IMPROVED: damage through floor enabled again due to popular request
* FIXED: chat bubbles not being displayed sometimes
* FIXED: sv_autoscreenshot
* FIXED: some engine crashes and minor bugs
* FEATURE: improved scoreboard with ping display
* FEATURE: "cd loop filename" plays sound/cdtracks/filename.ogg as background music track
* FEATURE: dedicated server console shows colors in ANSI enabled terminals, or strips color codes on Windows (sys_colortranslation)
* FEATURE: g_balance_nex_respawntime_modifier can be set to a factor for the Nex respawn time
* FEATURE: teamplay 4 mode with controls g_mirrordamage, g_friendlyfire (both are factors applied friendly fire, mirror damage is dealt to the attacker, friendly fire to the target)
* FIXED: The Carni player model was not on the same place as the hitbox. Old bug; has been there since before 1.0
Changelog 2.2.1
Visuals:
* new Nexus skin - the old one had too much red and was confusing in team matches
* back to original Carni model (2.1's was badly centered when walking and became harder to hit)
* two new crosshairs, added crosshair alpha setting to menu
* new shotgun model
* new MG model
* new armor/health models and HUD (thanks to tZork)
* cells now stand on the floor instead of floating in the air for consistency
* MG muzzle flash now attached th the player, won't lag behind him
* CTF flag now attached to the player, won't lag behind him
* scr_stipple: if v_psycho doesn't hurt your eyes enough, try this: r_showsurfaces 1; vid_vsync 1; scr_stipple 18; vid_restart
* tChr's grenade bounce sounds
* two new crosshair images
Features for players:
* support for multiple campaigns
* con_closeontoggleconsole: for our Americans who want to bind the console to `, also set this so you can close the console with the key again
* replaced single-image + wav video capture by AVI video capture
* Nex settings for minstagib and regular gameplay now have separate cvars
* FTEQW compatibility (FTEQW still crashes on the .spr files but after deleting them it will work)
* event log now contains chat bubble status to log typekills
* separate chat area; voting also appears there for better visibility
* new chat macro %p - player you last pointed at (that is, whose name was shown)
* auto team selection now chooses the lowest scoring team in case of equal player counts
* the server's map list can be shown using "cmd maplist"
* added support for external server browser bot detection (ping = 0 for bots only)
Features for servers:
* g_maplist_selectrandom is now DEPRECATED in favor of g_maplist_shuffle
* g_maplist_shuffle: new method to select maps, this doesn't select the map uniformly, but prefers maps that haven't been played for a while (the value of this cvar tunes this bias a bit, the larger, the higher - so the limit for the cvar value to infinity is unrandomized selection, and the limit for the cvar value to zero is uniformly random selection)
* map list editing commands for the dedicated server console: g_maplist_add, g_maplist_remove and g_maplist_shufflenow
Features for mappers:
* ammo/armor pickup amount can now be overridden my mappers
* multiple worldspawns cause very weird log output, catching this error now so mappers have a way to detect it
* added support for Q3 CTF entities
* new entities: func_rain, func_snow
* support for animmap shaders
Changes:
* default download speed increased because of large map downloads
* increased Nex reload time for more even weapon balance, also reduced damage slightly
Bugfixes:
* waypoints for runningman
* fixed exit_cfg execution
* fixed telefrags in team games - now the telefragger isn't punished for that
* fixed armor "generation"
* fixed frag redistribution on forced team change
* fixed clientcommands remote console command injection
* fixed negative score after team change
* fixed sv_autoscreenshot
* disabled fbskins in team games (to prevent blue players from appearing in red)
* increased network timeouts to prevent disconnects when havocbots take long to link their waypoints
* made the auto button in the team select menu the default button
* fixed crash in curl --cancel
* fixed fake players DoS
* fixed deluxemapping detection to get rid of black surfaces on some maps
* removed annoying debug print in LMS
* fixed LMS
* increased version at top of this file
Changelog 2.2.2
bug fixes:
* fixed graphics corruption on graphics cards with more than 16 texture units (like NVIDIA's Geforce 8 series). We'd like to thank the NVIDIA engineers that tracked down the problem and provided hints to solve this issue.
* no more disappearing flags in CTF
* doors can now be crushers ("spawnflags" "4")
* campaign LMS level wasn't winnable - fixed
* division by zero in bot code fixed (caused some annoying console spam when developer was set, no further problems)
* fixed reading of .cfg files in DOS format (CRLF and no newline at end)
* fixed sv_maxrate (didn't do anything at all before)
new features:
* cvar quit_when_empty: when 1, the server will quit once it is empty and the time limit is reached
* cvar spawn_debug 2: checks for duplicated items, and throws an error if any are found
* version info: if a client connects and has another Nexuiz version than the server, he will get notified about the version number of the server
* server ping info is now colored for to indicate fast, medium, slow response times
* added support for textures with non-power-of-two sizes, fixes some blurry images
* new snd_reload command to reload all sounds
* new cvar sv_adminnick that is used instead of the host name in chat from the server console
Changelog 2.2.3
bug fixes:
* fixed rocket eating downer teleporters
* fixed center of crylink for small values of g_balance_crylink_secondary_shots
* autoscreenshot fixed again
* chmap command was not validated for master users; could lead to wrong game cvars in-game
* fix empty player names
* respawn when releasing the fire button to prevent shooting on respawning
* fix many engine crashes on loading invalid data files
* fix negative ping values in server browser or "teamstatus" info
* fix severe remote file read/overwrite security hole in "gamedir" command (2.2.1 was NOT affected as the command was new in 2.2.2)
* on OS X, work around driver bugs (again, but I won't put a rant here now...) by forcing the texture non-power-of-two extension off
* outdated links in Docs fixed
* only shuffle map list once per server start; also, the first map was not always chosen randomly
* missing "is playing now" message for observers starting to play
* sequential map selection used a too small cycle when a map was named twice
new features:
* nexuiz-linux scripts can now take an option +vid_x11_display :3 or a cvar of the name vid_x11_display. If the named display does not exist, it gets created using startx; otherwise Nexuiz will run on that display. Useful for Xgl users.
* cmd info (something) displays the contents of the server cvar sv_info_(something) so server admins can put text there
* vdo login (string) gives the issuer vote master status (can use vdo to directly issue any votable command) if (string) matches sv_vote_master_password
* update notification when the version after 2.2.3 comes out
* a new hidden mutator our old stagers will recognise

* respawn delay is now configurable: g_respawn_delay, g_respawn_waves, g_ctf_respawn_delay, g_ctf_respawn_waves; maybe the defaults will get changed in the future
* new cvar sv_random_seed for reproducable server benchmarks
* in server browser responses, bots now always get a ping of 0 and players always get a ping >= 1. That way, programs like xqf can show separate bot and player counts
* better configurable gloss
* fake stencil shadows via r_shadows
* sv_public -2 now prevents anyone from join; sv_public -1 immediately removes the server from server browsers
* net_banlist cvar to contain a list of banned IPs
* "tell # 3 some text" now tells the player 3 (as seen in status) some text; this is consistent with the kick command
* new bloom code to better match HDR rendering; main difference between r_hdr and r_bloom now is just reduced moiree effect of bloom
Changelog 2.3
special things:
* THIS IS NOT A PATCH DOWNLOAD.. DO NOT OVERWRITE YOUR OLD NEXUIZ DIRECTORY!! Doing that will lead to errors!!
* Tell in the release notes: anyone that gets less fps (mostly ati cards, mostly on linux) should try to disable Vertex Buffer Objects in the video menu (or gl_vbo 0) and in case this is still not good enough also try to disable the OpenGL 2.0 Shaders in the same menu (or r_glsl 0)
* Tell in the release notes: We want to do a tourney around 1-2 weeks after 2.3 got released. Point people to http://planetnexuiz.com/tourney/?sid=4 (not yet active for signups, tell morfar to actiate it shortly before 2.3 gets released)
* Tell in the release notes: The wallhack prevention is on by default now but in the old server.cfg example file it was disabled. Server admins have to make sure to use sv_cullentities_trace 1 in their server.cfg or just remove any such line from their server.cfg and restart the server so the new default setting is used. This line was in the old server.cfg so server admins knew about it and could enable it for special servers. But now it creates the problem that this line disables the feature unless its changed. Its best if server admins use the NEW server.cfg and redo their settings.
* Tell in the release notes: The q3mappack contained a few errors. Someone should create a new version of the q3mappack (from http://141.2.16.3:7780/nex/maps/q3mappack4Nexuiz/) and upload it and the single fix.pk3 to sf.net and make sure server admins learn about this new version and the fix
bug fixes:
* weapon adjustments: crylink made stronger, shotgun has bigger spread so its a bit weaker in general, electro primary has a higher rate of fire
* bots now are more human like and better at ctf, campaign should be a bit easier
* removed clientcommands as rcon is the same and even better
* corrected FAQ and added some stuff
* huge FPS improvements
* netcode improved, more resistant to high ping and packetloss (better prediction)
* enabled wallhack prevention by default
* improved maps to better work with the wallhack prevention
* better compatibility with quake3 maps
* menu switch for vsync
* stopped clamAV unwarrented complains about some compressed files
* no mirror damage from hitting team corpses
* keep console open after disconnect so people can see the reason (maybe kick reason)
* reduced network load
* spectators finally see the gun and hear the hitsound of the spectatee
* sprites (like the chat icon, team bubble and the new waypoints) are no longer picmip'd
* fix teleporters sometimes frag the player that entered it as second
* use less memory
* fixed glsl related crashes, should now be more friendly to ati graphic cards
* fixed some keys not working on mac
* larger sound radius so you hear more
* unlit maps now have a default lighting so items are no longer black
* reconnect works now like people expect it to
* fixed collision code (some spawn points make you stuck)
* fixed guns sometimes not being displayed
* the sdl variants have correct gamma after vid_restart (e.g. after switching fullscreen/windowed)
bug fixes since 2.3test1:
* some minor map fixes (floating items, missing textures, such stuff)
* minplayers honors spectators
* memory usage reduced even further (reduced and more intelligent precaches among other changes)
* forced team balance works better now
* more detailed error message when trying to switch weapon
* fixed some item sizes
* more fps friendly rain
* further improved netcode and prediction
bug fixes since 2.3test2:
* "spawnpoint in solid" messages fixed for maps that had them (dismal, silvercity iirc)
* even more reduced memory usage and graphic-memory usage
* fixed sound releated crashes (happend often in timedemos)
* typos and mistakes in the map descriptions fixed
bug fixes since 2.3test3:
* spawn sound is different from teleport sound
* teamtalk sound is different from normal talk sound
* the hooks robe does no longer get segmented at times
* projectiles like rockets, electro blobs and grenades now cast shadows
* realigned shot origins and muzzleflashes
* matching weapon hud icons for the machinegun and shotgun
* nicer effects for capturing keys in KH
* adjusted bot campaign skill
* bots no longer get stuck on the outer walls on silvercity
* sounds lava/slime damage only for players not for gibs to save bandwidth
* further improved netcode, netplay
* fixed ping being displayed in the console sometimes
* fixed WSAECONNRESET error
* stopped 'i can make others say things' bug and made wrapped lines look better
* improved singleplayer smoothness
* reduced graphic memory usage even further
* rendering of large maps got a speedup again
new features:
* g_balance_teams_complain 1 will nag players to switch if teams are unbalanced
* chat flood prevention
* eyecandy!!! gloss for some models, transparent console background, new nexgun effect, bullet impacts, animated most jumppads
* newtonian weapon physics: projectiles fly faster if the player moves faster
* setting to have simple majority (more yes then no votes) instead of more then 50% yes votes
* next map voting at level end
* vote nagging till you have voted
* automatic demo recording and menu options for it
* scoreboard has a gray background, chat area has more customization options.
* static (indicates bases and flagcarrier) and deployable waypoints that you and your team can see even through walls to help teamplay
* cl_zoomfactor, cl_zoomspeed options for the client
* new g_pickup_* customiziation variables
* health/armor rot can be linear
* added physicsQ3.cfg so people can enable quake3 style physics (not default)
* quit_and_redirect for server admins (sends players to an other server)
* new benchmark demos
* shownetgraph -> quake3-lagometer-like display
* added iplog support (logs player names/ips, searchable)
* apple_multithreadedgl 1 should improve the performance on mac (needs testing!)
* display humans playing and total players(humans+bots) in the menu (new servers only)
* two new crosshairs
* new maps ruiner and final_rage
new features since 2.3test1
* menu buttons to choose low, med, normal, high, ultra and ultimate graphic settings
* map dieselpower revived
* spawn sounds
* new gamemode keyhunt
* added r_picmipworld to stop picmipping the whole level (similar to r_picmipsprites)
* control the origin of shoots (g_shootfromeye / g_shootfromcenter)
* added eX texture set (for mappers)
* Nexuiz Pro added (special settings for Nexuiz, making it more quake3 like, new weapon settings, new physics. use with 'gamedir pro')
new features since 2.3test2
* added a way to have looping .ogg files
* quote \" so you now can have " inside " "
* jumppads flash when activated
* reorganized config files (buttons in the video menu) to look the best possible way even at low settings)
* runs even faster on very large maps such as facing worlds nex
new features since 2.3test3
* the hook has a new model
* new projectile models for the laser, tracers (shotgun, machinegun), crylink and electro secondary (blobs)
* button g to drop the current gun, button f to drop the key(s) in keyhunt and menu entires to change it
* another new map: reslimed (a better version of slimepit)
* new skin for the laser
* use all the new maps in the campaign
* new menu entries for vertex buffers and smaller menu changes
* oscar for the most useless feature goes to: v_flipped flips all 3D view except sprites and flips input to compensate, basically a poor man's left handed mode
* improved support for q3 shaders on all model and map formats
* new option -capturedemo to capture a demo to an AVI file
* new cvars cl_capturevideo_width, cl_capturevideo_height to scale down video capture
* no longer have mouse acceleration on mac by default (apple_mouse_noaccel 0 to get back the old behaviour)
* enable apple multithreaded GL by default (apple_multithreadedgl 0 in case this creates problems)
* support libcurl 4
new features since 2.3test4
* r_glsl_contrastboost as a slower but nicer alternative to gamma, should also work fine on Vista
Changelog 2.4
Engine changes:
* make gl_vbo saved as it slows down some chipsets
* new HUD (can be switched back)
* fix made deformvertexes autosprite2
* allow more shaders to be loaded
* many CSQC improvements and bugfixes
* fix sv_maxrate
* in spectator mode, mark the spectated player on scoreboard
* fix buffer overrun in vorbis decoder
* fix brushforbox_index integer overflow found by Green - thanks for reporting. And C's modulo operation sucks.
* new cvar expansion parsing: ${cvar}, ${3-}, $
* fix gl_lightmaps
* log_dest_udp to send all console data to one or more specified addresses in rcon format (to support a server monitor or an IRC gateway)
* allow multiple rcon commands in the same packet, separated by NUL (also useful for IRC gateway)
* r_glsl_dumpshader to write default.glsl
* wheel support for DirectInput (nexuiz.exe -dinput)
* texture compression
* ReplayGain support for OggVorbis files (mostly useful for fake CD tracks)
* sv_autodemo_perclient - record client-like demos on the server (same format, lagged (no support of cl_movement), so basically, just like spectating)
* reflections (mappers: see darkplaces.txt)
* bestweapon support for Nexuiz; add cycleweapon command
* various fixes against different kinds of speedhacks (one reported, two found in the process)
* reduce memory usage
* fix video recording >1GB by using an OpenDML index
* for modders: prvm_callprofile prints a rough profile of engine->qc calls
* improvements to server list (pausing, autorefreshing)
* vid_resizable on some platforms
* show downloaders as -666, not 0
* texture transparency fixing command and option (fixtrans, r_fixtrans_auto)
* app icon support for SDL and GLX
* more realistic fog (including skybox fogging)
* textures are now BGRA and not RGBA internally
* speed up mdl/md2/md3 models
* improved r_editlights mode
* speedmeter
* fix two ATI GLSL crashes
* libmodplug support for CD replacement tracks in .xm, .it, etc. formats
* tab completion for exec, playdemo, timedemo, vmap, vdomap, chmap, gotomap
* fix brightening colormods
* fix protocol bug when near 4096qu coordinates
* r_textbrightness, r_textcontrast
* rcon restricted
* when game media is read only or -mygames option is specified, write config to My Documents/My Games on Windows
* generic GLSL path (hopefully fixes stuff on Mac OS X)
* GLSL postprocessing stage; v_glslgamma makes that be used instead of HW gamma (slower, but less problematic, doesn't affect other windows)
* v_contrastboost for hardware or GLSL contrastboost
* make "stopdownload" also stop curl downloads
* make scr_centertime 0 remove centerprints immediately
* terrain texture blending (two-layer Q3 shaders, second stage uses some alpha generating method and blendfunc blend)
* no longer use DirectSound as that's not in Vista any more
* allow using a "missing" -game directory (for storing temporary settings)
* improve JPEG screenshots: turn off chroma subsampling for better quality of strong red/blue stuff
* new icon
Game code changes:
* new menu, some often requested options in it (like mouse acceleration)
* cl_handicap system
* temporary kickban support (commands: ban, bans, kickban)
* security checking in vote commands
* lower default for sv_clmovement_waitforinput against players getting "stuck in air" due to lag
* beginning of Onslaught and Assault mode (still experimental, and not in menu)
* team fbskins
* new player colors
* bot_vs_human mode
* mapcfg be dead, mapinfo be the king
* animinfo system (for player models in md3, dpm, psk format)
* g_player_brightness as possible replacement for fullbrightplayers
* spectators count as their own team for say_team
* weapon balancing changes
* make people able to abstain from their vote
* allow voting to hide the vote counts
* turn impulse 77 cheat into a full speedrun mode (try it!)
* new announce message for in-air electro direct hit
* improved Q3A map compatibility (this includes a health50 and an armor25 item)
* fix aimbot vulnerability in antilag protocol, and make g_antilag 1 the default
* sv_defaultplayermodel_{red,blue,yellow,pink}: team specific forced models
* CTF capture records now are saved between matches
* change in definition of func_rain and func_snow
* new entity misc_laser
* add func_wall entity
* make +zoom turn off welcome message when spectating
* g_balance_rocketlauncher_detonatedelay: when set to like 0.2, this hinders rocket boosts to make especially CTF games more balanced
* g_balance_kill_delay delays "kill" to prevent some types of abuse
* display results of votes; more configurable voting
* negative push for crylink
* trigger_push.message
* weaplast fix
* multiple bot fixes
Content:
* new maps: strength, bloodprisonctf
* new MG model
* new Nex model
* new RL model
* some new gloss/norm textures
* new icon
* clip fix for reslimed
* remove shaders/stages that use not existing files
* Dom support for reslimed
* new font for chat and notify
* lots of particle effect changes
* more sprites, draw them as label sprites
* more bot waypoints
* reflections on ruiner and starship
* some transparency fixes
* improved evil8 textures
* improved starship performance
* remove lots of duplicate shaders
* added a terrain texture pack by tZork
Changelog 2.4.2
Please delete the files from the old Nexuiz/pro directory*! Extract the patch somewhere and then copy the single files from that (patch) data directory into your old data directory and also copy the rest from the (patch)Nexuiz directory (excluding the data directory!) into/over your old Nexuiz directory. On mac if you would copy the data directory it would DELETE the old files that you still need for Nexuiz to work!!
(* All the files from Nexuiz/pro are now in a pk3 file but Nexuiz will still load the old outdated single files from Nexuiz/pro unless you delete them)
* Bad 'Lag' that a lot of people seem to have had in 2.4 (though in fact it was not lag but screwed up movement interpolation depending on frames per second and net-connection thats why it worked for most people in 2.4)
* sometimes when joining a game particles did not show till a mapchange (like explosions, rockettrails)
* Sound problems/crashes on mac and maybe windows. There were reports that cl_capturevideo on windows has no sound.
* pk3 files build on mac now loads correctly (see the problems map arboria caused)
* new announcer sounds, made by torus
* new game mode onslaught and a map for it (ons-reborn by morphed)
* crylink primary firemode got reworked
* implemented uint16 element array support, this hopefully improves performance on Radeon 9500-X300 cards and GeForce1/2 cards
* fixed the Mac OSX rotating hud problem with r_glsl 1
* on some custom maps items were positioned wrong.. (well those items still are BADLY placed so mappers should fix the maps but at least now they show up as in 2.3 again)
* shownames / hidewaypoints is updated correctly when changed via the menu while playing
* bot were sometimes not joining the smaller team
* instagib was not always insta

* bots crashing in keyhunt which made campaign 15 and keyhunt with bots in general unusable
* some nexuiz map had a missing tdm mapinfo and thus did not display in the tdm menu
* further improvements of the 'lag/movement' fix, even smoother now and less problems with slow connections too. should be as good as it can be now
* less problems with quake 1/3 items (some item names conflicted)
* minor menu changes
* docu updates
* fixed more sound problems ?
* fix segfault with long aliases
* changed some 25 armors to 100 armors on dieselpower
* added bloodprionsctf to maplist
* turned all the KP_ binds into userbinds so people can finally see those chat binds in the menu AND have some examples on how to use userbinds. (will have to start with a new config.cfg to see them)
* raised userbinds from 16 to 32
* onslaught ready reset code
* new RL weapon icon
* centerprint command
* crosshair 11, a multicolor version of crosshair 8 (works best with crosshair_color white)
* texturecompression parameteres changed
* small menu changes
* compiles in freebsd again
* fixed some map/model bugs
* work around some q3map2 bugs
* fixed final_rage were some lava did not yield damage
* fixed some Nexuiz maps showing wrong items after the q1/q3 compatibility changes
* seems the crash at Nexuiz start on windows/nexuiz.exe is fixed
* the problems on debian etch and hopefully some 64bit linux systems are gone by using different build machines
* added server tools for rcon and a irc gateway
* TRUEAIM © had a bug with invisible clips
* nexuiz.exe can be used with option -dedicated without problems now
* variable r_drawfog
* dom game mode now can change spawn points according to captured dom points
* several projectiles can now hit yourself
* engine should load on windows 95/98/me again
* ping display was wrong with cl_movement 0
* hud numbers and icons are now closer to each other to make clear which belong together
* reload effectsinfo.txt at level start
* Extend rcon_restricted_commands to contain more complex patterns
* added gl_vbo modes 2 and 3 and add them to the menu
* fixed compiling on opensolaris
* fixed wrong ping time display with cl_movement 0
* g_maplist_check_waypoints: when 1 and the server is not full enough to play bot-less, maps without waypoints will be skipped
* make func_snow and func_rain also work when no submodel is used, but origin/mins/maxs specified in the entity parameters. Makes it possible to add snow/rain to a map without recompiling (to create a submodel).
Changelog 2.5
Notes:
Almost a year of hard work, 3000 single changes, new developers and players, a few tourneys and lots of matches have passed since the last release.
Today the Alientrap team is proud to bring you a new and improved Nexuiz! Still trying to achieve this fine balance between fun and a challenge, you will notice lots of small additions that will make playing even more fun.
Some larger changes like the new guns and particle effects will make you want to dive into the great and friendly Nexuiz community, while the large additions including the race game mode, some new maps and improved netcode will take away lots of hours of your free time.
Do you dare to take a look and see for yourself what a totally free and open source game can be?
New features include:
* Completely redone HUD and user adjustable scoreboard
* Totally rewritten Client/Server communication to cut the bandwidth usage in half
* New gamemode "Race". Try to get from start to end of a level as fast as possible. Available as free-for-all and team variant. Further allows to play with or without a qualification period.
* Added several new weapons (on-hand Grappling Hook, Port-O-Launch, T.A.G. Seeker, Heavy Laser Assault Cannon, Rifle)
* Map editor NetRadiant included
* Improved all effects for eye candy and tweakability
* All maps recompiled with external lightmaps which allow for much crisper shadows
* Added maps desertfactory (DM, TDM, MinstaGib), racetrack (Race) and made aggressor support Key Hunt
* New player sounds, announcer sounds/voices, textures, crosshairs, weapon models, effects and menu skins
* Added support for video capture to OggTheora
* Integrated the Havoc mod into the menu! Havoc servers use quite different physics and weapons, give it a try!
* Fixed a crash with ATI drivers on shutdown or vid_restart
* Fixed several problems with lagging gameplay/crashes/wrong display of effects
* Improved bots (teamworking, bunnyhopping, swimming, better way finding, support for ladders, less CPU usage, faster map loading)
* Better visual display of carried items (Strength, Shield, flags and keys)
* Better parental guidance support with cl_gentle and cl_nogibs
* Lots of tourney-related features (timeout/in, spectator-slots, allready, warmup mode, lockteams, unlockteams, movetoteam_red/blue/..., nospectators, records, cointoss)
* Added some effects customization options like cl_casings, cl_weaponpriority
* Many more map entities allowing for more dynamic maps
* Restructured and improved menu: demos menu and multiple campaigns are back, also added an advanced menu containing ALL settings of the game
As usual, you can download the newest release from our download page.
To see the changes in action check out our new video on the front page.
If you are providing a mirror of the release, please notify us so we can add it to the official mirror list. For any comments, suggestions or questions, please refer to our forum or the FAQ.
Because of many major changes there is NO PATCH available.
To make sure nothing breaks, you should use a new directory to unzip Nexuiz 2.5!
If you use 2.5 and see a server with no gametype it's an 2.4.2 server, don't play on those.

Alientrap is also currently looking for new coders, modellers, mappers and people experienced with creating sound effects.
If you feel like helping improve Nexuiz or Zymotic please contact the team via forum or IRC.
compat-q3a:
* switch crylink/hagar, as crylink is closer to BFG and hagar is closer to Plasmagun
Engine
* add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing)
* added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type)
* added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default
* added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties
* allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients)
* Blub's "deflate" extension to the download system. Currently only provides csprogs.dat in deflated form. Compatible in both directions, compression is only done if both client and server use this new code.
* capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine
* cl_demo_mousegrab
* csqc can get bone infos
* cvarlist now accepts wildcards
* demo recording: stuff csprogs.dat files into .dem files so demos can always be played back
* disable DGA mouse by default
* effectinfo: add "stretchfactor"
* fix a possible bug with zym model animation (this looks like a typo, and fixing it makes the shotgun anim in nexuiz appear more consistent)
* fix bugs with q1bsp/hlbsp rotating submodels
* fixed crash with ATI drivers on shutdown or vid_restart
* fixed pointsound in csqc
* fixed several collision bug regarding non solid players
* fix memory corruption when using trailparticles with an effect that has a dlight
* get rid of skinframe loading spam on dedicated servers
* if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key
* implemented occlusion query support on corona rendering, this enables coronas to fade according to the percentage of occluded pixels around the light origin, giving a more realistic corona behavior
* implemented zpass shadowing, not used yet
* model_brush: use the same tesselation number for patches in the same LOD group (q3map2 writes the same mins/maxs for any patch inside a LOD group, and this fact is used for identifying LOD groups)
* mod_q3bsp_nolightmaps: do not load lightmaps, use the bad q3map2-written vertex lighting instead (you have been warned). Mostly useful for maps with HUUUUGE lightmaps on low-end systems.
* new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged.
* new tcmod: "tcmod page <width> <height> <time>", as poor man's animmap alternative (stores all frames in ONE image in a <width>x<height> grid, and switches to the next frame every <time> seconds)
* open client sockets before video starts, so that the Windows Firewall prompt will occur before video starts (it tends to screw up graphics contexts otherwise)
* Q3BSP: only generate the shadow mesh if on a client. Skip that part on the dedicated server. Reduces load time and memory usage on a dedicated server.
* Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame
* r_shadows 2: cast shadows always DOWN, ignore level lighting
* r_showsurfaces 3 "eeepc mode"
* showtopspeed variable added
* snd_spatialization_control: earphone friendly mode, reduces spatialization for distant objects
* sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients
* vid_netwmfullscreen, optional fullscreen mode for linux/glx allowing to alt-tab away from the game
Game:
* airshot announcer for midair hits with the mortar
* all projectiles and their effects are clientside now, massive bandwidth reduction
* alternate HUD is now default
* antilag improved
* assault bugfixed
* ballistics for bullets (but antilagged by default), that is all bullet guns (shotgun, machinegun, campingrifle) are affected by gravity and can pierce walls and players up to a certain thickness depending on gun)
* better visual hint for unbalanced teams
* bots can do bunnyhopping now
* carrying strength and shield has less of a performance impact now
* cl_gentle, clientside gib replacement for general audiences
* cmd maplist improved
* colors improved (TODO credit sev in nexuiz-credits.txt!)
* command allready
* command "cmd records"
* command lockteams, unlockteams
* command movetoteam_red, ...
* command nospectators
* command records
* command vlogin must be used instead of vdo login now
* command weapbest
* crylink tweaked (bounce does half damage, damage lowered, primary consumes 2 cells)
* ctf capture records now can only be made on an otherwise empty server, prevents "assisted" records
* ctf flag touching when dead bug fixed
* ctf scoring now uses flags, not frags (added several scoring options and configs)
* custom weapon priorities for bots
* cvar cl_casings
* cvar cl_showpressedkeys
* cvar cl_weaponpriority* (up to 10 custom weapon orders can be bound to a key)
* cvar cl_weaponpriority_useforcycling (uses the menu set weapon priority for the normal next/prev commands)
* cvar g_balance_ctf_damageforcescale
* cvar g_balance_electro_combo_speed (secondary balls explode delayed, in a kind of chain reaction)
* cvar g_bloodloss - a new pointless mutator

* cvar g_bugrigs*
* cvar g_ctf_allow_drop
* cvar g_ctf_fullbrightflags
* cvar g_ctf_ignore_frags
* cvar g_domination_point_fullbright
* cvar g_instagib REMOVED (use arena mutator with minstanex)
* cvar g_jump_grunt
* cvar g_maxplayers (allows to create spectator slots)
* cvar g_pickup_respawntime*
* cvar g_pinata
* cvar g_showweaponspawns (shows the location of guns on the maps if trying to switch to a gun that is not carried)
* cvar g_spawn_furthest
* cvar g_spawnpoints_auto_move_out_of_solid
* cvar g_spawnshield_time automatically disables itself when shooting
* cvar g_start_delay
* cvar g_touchexplode
* cvar g_warmup
* cvar g_weaponreplace_*
* cvar sv_clones
* cvar sv_gentle
* cvar sv_maxidle
* cvar sv_ready_restart_after_countdown
* cvar sv_ready_restart_nag
* cvar sv_ready_restart_repeatable
* cvar sv_vote_stop, the amount of time till one can vote again after stopping ones own vote
* cvar teamplay_lockonrestart
* cvar timelimit_overtime, timelimit_overtimes, timelimit_suddendeath (timelimit_maxovertime removed)
* fix a server crash exploit
* fix flag falling through bunker
* fix q3skoredm1
* fix some memory leaks
* free camera for demo playback
* friendly fire slightly added now
* handle sv_foginterval on the client now
* headshot announcer for the camping rifle
* hook attaches to moving objects
* hook can pull players (but detaches when that player shoots you)
* hook detaches when teleporting
* hook is no longer "seta"
* hook jitter-less (full client side drawing)
* hook sky-attach bug fixed
* hook weapon consumes cell ammo
* improved bot ai: teamworking, items rating, weapon combos, swimming, basic handling of ladders, better handling of jumpads, better detection of dangers, recognition of doors
* improved weapon system, new weapons Port-O-Launch, MinstaNex, On-hand hook, TAG Seeker, HLAC, Camping Rifle; now up to 24 weapons supported
* IP ban syncing support (servers can share a ban list, can be used as a kind of global IP ban system)
* item respawn: 20s for 50health and 25armor
* jetpack (g_jetpack, or entities item_jetpack, item_fuel, item_fuel_regen)
* kick banned players also when they try to talk
* lemmings countdown ('kill' and switching teams is no longer instant)
* log can get :time: events
* lots of weapon content changes, new models, new animations etc.. (shot origins)
* map voting: map preview images to help identify the maps
* map voting: nodetail 1 as default (does not show what others voted for)
* more crosshairs added
* more different death types
* new dom points by ai
* new music track by meoblast001 (TODO nexuiz-credits.txt)
* new particle effects
* new tokenizer fixing weirdly split kick reasons/vote commands
* new weapon and player sounds
* optimize bot waypoint loading
* performance improved (fteqcc -O3)
* race game type (see Docs/basics.html for more details)
* ready now toggles the ready state
* ready status shown in the scoreboard
* rocket launcher detonation fixed when button was pressed only for a very short time
* scoreboard much improved
* scores per-team
* show the WelcomeMessage only on join for welcome_message_time seconds or when +show_info is pressed because many people did not know you can make this msg disappear with +zoom. add a line telling specs and observers about +show_info in the upper right
* some voice command samples are used along with team messages
* sounds: model specific player sounds
* sv_foginterval
* teamkill and typekill complaints and sounds
* team radar (sv_cmd bbox, sv_cmd radarmap commands to create/debug it!)
* texturecompression for lightmaps off (workaround for OS X bug)
* timeout/in feature
* turrets
* vote call is now possible for server admins too
* weapons rebalanced according to frag statistics
* zoom unlagged, detect zoom scripts (for spectating/demos)
Map:
* aggressor supports keyhunt
* all maps recompiled, now with external lightmaps which look way better
* new maps accident, desertfactory, racetrack
* reslimed: less distracting fog
* some more TDM map settings
* starship and silvercity: no CTF
Mapping:
* added egyptsoc textures
* allow mins/maxs specification for brush entities instead of models (as alternative)
* armor_big (50 armor)
* automatic shader generator script
* entities.def updated
* entity func_breakable
* entity func_door: make DOOR_NOT_LINK work
* entity func_door_rotating
* entity func_pointparticles
* entity func_sparks
* entity func_train now supports -1 wait on path_corner, making it NOT wait
* entity info_null now removes itself (as it should); this DOES break some maps that need fixing now
* entity info_player_start now triggers other entities when someone spawns
* entity misc_follow
* entity misc_gamemodel, func_illusionary replacing misc_models
* entity misc_laser changed and improved
* entity target_spawn (BEWARE OF THE)
* entity trigger_flipflop, trigger_monoflip, trigger_multivibrator
* entity trigger_heal
* entity trigger_hurt now can set a message2 as death message for push-kills
* entity trigger_items
* field nottargeted overrides targetname checks in e.g. func_door (so it can be used for misc_follow without needing an extra trigger)
* field team on items, and cnt as weight
* filtering by gametype: "gametypefilter" "+ctf,kh"
* LOD for misc_models and similar entities
* mapname.cfg is deprecated. Use clientsettemp_for_type and cdtrack in mapname.mapinfo
* randomizing origin, angle or angles fields: "originjitter", "anglejitter", "anglesjitter" fields
* target2, target3, target4 as extra target fields
* team field in trigger_teleport and trigger_push
* triggers now MUST be common/trigger; their exact shape now works (no longer their bbox)
* turrets
* zeroradiant support, bugfix patchset updated
Menu:
* skin selector
* blueplastic skin
* channel mixer
* cvar list editor
* demo browser
* game type in server browser
* input box margin now in chars, not percent
* more settings
* mouse fixed in -game pro (now havoc)
* multicampaign is back
* new playermodel previews (sev)
* play button in map info
* server favorites
* server info
* weapon priority dialog
* wicked skins (7 different)
Menu skins:
* big buttons as extra graphics
* COLOR_SCROLLBAR_C
* HEIGHT_DIALOGBORDER
Misc:
* +exec benchmark.cfg
* new color codes ^xRGB
Models:
* models: new flag model
* models: specop now knows that she is female
* new weapon system (see cl_weaponsystem.qc comment about model formats)
rcon2irc:
* disconnect fix
* irc_trigger
Changelog 2.5.1
Notes:
Here comes the first patch for 2.5! We call it 2.5.1.
The important changes are:
* Memory leak fixed (important for dedicated servers)
* Muzzle flash bug fixed
* Six new music tracks by blkrbt
* Better loading screen. That fixed "this app does not respond" error on Vista.
* Better sounds by tenshihan
* Fixed choppy mouse movement with a custom 'cl_maxfps' value
* A few map fixes by terencehill
* Waypoint cache: Makes bots load much faster (the cache is created from normal waypoints when loading a map with bots for the first time)
Plus minor fixes found on our SourceForge Bug tracker.
Thanks for all the bug reports. Keep them coming.
We plan to release patches more frequent in the future. Maybe even once a month.
Changes:
* Bot AI improvement for CTF: more offense, less defense
* Bot waypoint link caching for faster map loading
* Less smoke on explosions
* Onslaught control point availability fix
* MinstaGib fullbright fix
* Nick name change flood control
* func_breakable: spawn debris from correct origin
* Race: Improve waypoints sprites for spectators
* IP ban networking: fixed some serious issue
* Menu item for occlusion queries to allow easy working around driver bugs
* Fixed the "notarget" cheat
* Trail for crylink particle
* Make crylink projectile stay visible after bounce
* Fix network spam issue with projectiles on jumppads
* BGMScript system: synchronizing brush models and particle effects to music
* Many new music tracks
* Secure RCon: do not send password in plaintext (to rcon to 2.5 servers, first do rcon_secure 0 on the console)
* New sounds
* Fixed entity networking issue causing stuck muzzle flashes
* Fixed a huge memory leak in the engine affecting dedicated servers
* Better loading screen
Changelog 2.5.2
Notes:
After quite a long beta period we can finally release the long awaited new version of Nexuiz - 2.5.2!
The major changes are:
* New gamemode: CTS (get from A to B). With map "CyberParcour01" by sev, and a nexrun map "Piece o' cake" by FruitieX
* Aggressor and stormkeep retextured by FruitieX
* Tutorial map by FruitieX
* TraK4-mit and TraK5 texturepacks by TraK
* New HUD by FruitieX and z
* New Scoreboard style by terencehill
* Weapon accuracy statistics by Dib (ALT key by default)
* Rocket guidance by holding down the primary fire button (seeker removed)
* Level Of Detail on all playermodels
* Video settings only show the allowed resolutions reported by your OS (not availible in AGL)
* Motion blur and damage blur by Samual
And much more! Some of which can be found on our development site.
We welcome all bug reports, if it's already fixed or a duplicate issue we simply remove it.
Engine
* allow adjusting the saturation
* allow customizing projectile bouncing
* allow DNS names in server favorites
* allow linking to libjpeg7 (make DP_LINK_TO_LIBJPEG=1)
* allow loading twice as many models
* cleanup of MOVETYPE_WALK, allowing a touch function to change the origin of an entity
* console command "apropos"
* console history now is persistent
* do not show team select dialog in demos
* fix a bug that opened up the BRLOGENSHFEGLE
* fix autosprite2
* fix cs_project/cs_unproject again
* fix grenade fallthrough through terrain
* fix some crashes in SDL sound
* fix sound static problems on Vista
* fix tcgen environment to match Q3A
* fix tracing to rotated SOLID_BSP alias models
* fix unsticking out of playerclip
* improve performance with patch terrain a lot
* MOTION BLUR!!! (and damage blur)
* mouse acceleration support (m_accelerate_*)
* new command "unalias"
* some cdtrack fixes
* some more console key binds
* support custom stains/decals from particle impacts
* support for CPMA-style air control and warsowbunny-style movement physics as options
* support separate set of tcMods for the background layer, allowing detail textures specified by shaders
* suppress "shader already defined" messages if the definition would not change by it anyway
* using .framegroups files, all model formats are now interchangable
* "which" console command to show which pk3 a file is from
* work around fall-out-of-map bugs
Game
* HUD/scoreboard redesign and improvements
* optional combined health/armor display
* cl_showpressedkeys more visible
* new waypoint font
* weapon accuracy stats
* menu changes, tooltips added
* advanced server settings menu dialog
* team count overrider in the menu
* aggressor retextured, add support for race
* trak4-mit and trak5 texture packs
* stormkeep remade
* new CTS map, "CyberParcour01"
* new CTS map (nexrun), "Piece o' cake"
* tutorial map
* voice script system (used on the tutorial map)
* fix centerprints overlapping the HUD
* visible damage on onslaught generators
* crosshair hittest (enlarge crosshair when aiming at enemies, shrink it when aiming at teammates, blur when shot won't hit where the crosshair points)
* fix porto line hidden when dead/spectating
* hitplot writing
* nexball!
* LOD playermodels
* new gib and blood types for aliens, robots and humans
* item pickup effect
* flag pickup/capture effects
* scriptable bots
* sharper, improved per-weapon crosshairs
* improved shock, headhunter, carni, pyria, insurrectionist, lycanthrope playermodels
* new cl_gentle effects
* clip centerprints against the upper edge of the HUD
* effects configurations updated, ultimate removed from menu
* waypoint scaling in menu
* more rcon2irc plugins
* particle gibs (cl_particlegibs 1)
* updated libraries for OSX and windows
Gameplay:
* camping rifle reload not forced, there is now a bullet counter
* guided rockets by holding down the fire button
* race split into race and CTS (Complete This Stage)
* fix onslaught control point getting stuck sometimes
* support for CPM physics with physics configs for CPMA, warsow and nexrun
* hook uses fuel
* randomize powerup respawn
* show powerup respawns in advance by 10 seconds
* fix grenades through patches bug
* nex damage down to 110
* rocketlauncher damage down to 105
* improved bot code in general, better AI for CTF, onslaught
* g_weaponspeedfactor and g_weapondamagefactor, mimicking UT's "game style" setting
* HLAC cool-down period for 0.3 seconds after releasing the primary fire button
* add a status bar to some waypoints (eg flag carrier health, build process for control points, generator health, powerup spawn etc.)
* first melee weapon: The @!#%'n Tuba (http://www.youtube.com/watch?v=4kp_CkH5AKM)
* new cvar g_telefrags
* support for left-handiness
* misc_teleporter_dest: allow setting a max speed cap for players who get teleported
* seeker removed
* fix getting stuck when running up stairs and holding jump
* fix wallhugging bug