-Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)\r
-\r
-- FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -\r
-\r
-\r
-Date Version Notes\r
-----------------------------------------------------------------\r
-2001-12-03 1.2 (ydnar) Alpha Initial version (win32)\r
-\r
-2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded\r
- (more brush faces caught)\r
- \r
-2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other\r
- detail brushes now culled,\r
- Small against large detail\r
- faces also culled.\r
-\r
-2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where\r
- coincident caulk faces\r
- were causing textured\r
- faces to be caulked. Fixed.\r
-\r
-2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test\r
- versions. This version\r
- takes into account extra\r
- surface info, so coplanar\r
- clip brushes no longer\r
- cull away textured sides.\r
-\r
-2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting\r
- for most maps should now\r
- be measurable in minutes\r
- as opposed to hours.\r
-\r
-2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still\r
- faster, but to enable\r
- "blinding fast" mode,\r
- you must supply the -fast\r
- switch on the commandline\r
- after -light. Fast mode\r
- should be approximately\r
- 2x as fast as build 8.\r
-\r
-2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now\r
- optimized. Not as much\r
- as I would like, but\r
- a distance^2 cull before\r
- traces on EVERY SINGLE\r
- SURFACE LIGHT IN THE MAP\r
- certainly speeds things\r
- the fuck up. -fast not\r
- necessary to see this\r
- optimization. Also added\r
- the -cheap switch to\r
- limit light contributions\r
- to a point when it exceeds\r
- 255 in R, G, and B. This\r
- *may* cause artifacts.\r
- Test away...\r
-\r
-2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis).\r
- Well constructed and\r
- hinted maps should now\r
- see a bit of a speedup.\r
- Lights in the void are\r
- also now removed as a\r
- byproduct.\r
-\r
-2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused\r
- vlight to crash.\r
-\r
-2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check.\r
- - Cheap now supresses sun\r
- Sun trace skipped if\r
- sample is "cheapened."\r
- - Experimental -smooth\r
- option for subsampling\r
- shadow edges.\r
- - Experimental radiosity\r
- code. Will probably crash.\r
- - Other minor optimizations.\r
-\r
-2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled,\r
- making it slower. Fixed.\r
-\r
-2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or\r
- vertex- manipulated brushes\r
- no longer created. Vertex\r
- lighting on func_* with\r
- an origin now works.\r
- Radiosity should be more\r
- stable (but not fully\r
- correct yet). Light\r
- envelopes now properly\r
- calculated for entities\r
- with origins.\r
-\r
-2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light.\r
- \r
-2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce\r
- in shaders to specify\r
- amount of light to reflect.\r
- Use -bounce N after -light\r
- to enable radiosity. Use\r
- -dump to emit radiosity\r
- lights as a prefab.\r
-\r
-2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New\r
- features include -fastgrid,\r
- -cheapgrid, and -fastbounce.\r
- Running with -fastgrid and\r
- -cheapgrid will produce\r
- results identical to normal\r
- q3map (with the lightgrid\r
- being a little darker).\r
- Also added q3map_nofast to\r
- shaders to override -fast\r
- switch for a surface light.\r
-\r
-2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting\r
- bug (thanks Quakin) that was\r
- causing sun to leak to brush\r
- faces when using r_vertexlight\r
- ingame. Changed a little bit\r
- of the default behavior, so\r
- test with vertex lighting\r
- and with terrain. Minor\r
- shader changes might be\r
- necessary to get some maps to\r
- look as before.\r
-\r
-2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some\r
- minor optimizations in\r
- shadow tracing. Should be\r
- slightly faster than 19.\r
-\r
-2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows\r
- properly to use\r
- surfaceparm lightfilter.\r
- Shaders must use this parm\r
- to have colored shadows.\r
- Can be used with alphashadow\r
- as well.\r
-\r
-2002-01-04 1.2.1-y1 (nightly) This version is all new,\r
- based off the official\r
- GtkRadiant tree, which has\r
- all the previous enhancements.\r
- New features include colored\r
- lightgrid tracing through\r
- lightfilter shaders, and\r
- surfaceparm lightgrid, for\r
- large/space maps with large\r
- volumes. Also fixed are\r
- potential broken brush\r
- winding radiosity crashes.\r
- Maybe.\r
-\r
-2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed\r
- bug where ambient was getting\r
- calculated into the radiosity\r
- solution for every pass,\r
- leading to overbright maps\r
- in a hurry. Also removed\r
- the bad PTPFF reporting,\r
- as it only caused problems\r
- with radiosity in a big way.\r
- Sue me.\r
-\r
-2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color\r
- now properly cleared to 0\r
- when bouncing.\r
-\r
-2002-01-07 1.2.1-y4 (nightly) Particle Studio generated\r
- brush faces should no longer\r
- be culled. I no longer cull\r
- faces that are autosprite.\r
- Added -bouncegrid to have\r
- radiosity add to lightgrid.\r
-\r
-2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with\r
- full optimizations. Should\r
- be 10-25% faster in all,\r
- including BSP and vis\r
- stages.\r
-\r
-2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset\r
- in their shader will no longer\r
- be faceculled.\r
-\r
-2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads\r
- to 4MB on Win32 to (hopefully)\r
- elminate stack overflow\r
- crash with radiosity. Also\r
- made subdivision use the heap\r
- to lessen the stack load. Fixed\r
- bug where q3map_bounce was not\r
- being used in shader parsing.\r
- Redid some of the divide math\r
- to work in 0-255 instead of\r
- 0-256.\r
-\r
-2002-01-11 1.2.1-y8 (nightly) More Win32 threading\r
- crutches. Eat me, Bill.\r
-\r
-2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug\r
- in my PVS code. Fixed it,\r
- so the PVS light opts work as\r
- they should. Lighting is\r
- faster. Also got rid of some\r
- redundant square roots from\r
- the raytracing, speeding up\r
- lighting another ~25%.\r
-\r
-2002-01-20 1.2.1-y10 Fixed a potential crash bug\r
- with maps with 0 lights. Also\r
- changed how lightmaps are\r
- projected onto patches that\r
- lie in a single plane (bevel\r
- endcaps, floors, etc). Shadows\r
- now work properly on them.\r
-\r
-2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash\r
- with maps with no lights or\r
- no tracing. Also added\r
- code to make brush/patch\r
- vertex lighting more closely\r
- resemble lightmap, even on\r
- less-than-perfect maps. And\r
- -light is faster, too...about\r
- 25% on q3dm17. 34->25 seconds.\r
-\r
-2002-01-24 1.2.1-y12 Completely rewrote the path\r
- argument handling. Should find\r
- the Quake 3 dir and other\r
- dirs properly now. Needs to\r
- be tested on Linux though.\r
- Also made lights linear by\r
- default when run with -game\r
- wolf. This is to match the\r
- Gray Matter q3map and\r
- entity definition.\r
-\r
-2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS\r
- sources. Fog sparklies gone.\r
- -nopatchfix so vlight works\r
- properly again. Cleaned up\r
- paths processing some more,\r
- including Linux stuff. Added\r
- _lightmapscale entity key.\r
- Brought -game wolf lighting\r
- to parity with GM tools.\r
- RR2DO2's PCX loading fix. A\r
- bunch of other useful fun shit.\r
-\r
-2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix.\r
- Fixed a stupid bug in lightmap\r
- dimension bounds checking (thanks\r
- Laerth).\r
-\r
-2002-01-29 1.2.4-y3 Now will detect (and report to\r
- GtkRadiant) all degenerate patches\r
- like those created by capping a\r
- cone.\r
-\r
-2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code.\r
- Lots of cool new shit.\r
-\r
-2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches\r
- are no longer circus colored, more\r
- terrain texturing fixes.\r
-\r
-2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now\r
- will share lightmaps. This prevents\r
- most wierd edge cases with filter\r
- and speeds things up a bit. Patches\r
- too.\r
-\r
-2002-02-27 2.0.0-a12 More lightmap fixes for non-planar\r
- surfaces. Bugfixes in allocation/\r
- compression of lightmaps as well.\r
-\r
-2002-03-02 2.0.0-a13 Fixed some surface light bugs,\r
- adjusted the occluded-luxel finding\r
- code, and amped the radiosity. Other\r
- fixes to RTCW lighting code (better\r
- angle attenuation on linear lights).\r
-\r
-2002-03-04 2.0.0-a14 Vertex light should now be near-\r
- perfect on clean (and mostly on not-\r
- so-clean) maps. Unlit maps will no\r
- longer have tri-fanned brush faces\r
- with random vertex colors. VLight is\r
- now totally gone (reverts to -light).\r
-\r
-2002-03-06 2.0.0-a15 Relaxed the planar check, should now\r
- classify all slightly-off plane brush\r
- face metasurfaces as planar. Triangle\r
- checking much more stringent as well.\r
-\r
-2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation\r
- now sorted by shader to minimize \r
- shader count (and lessen chance for\r
- RTCW shader substitution bug). Hit\r
- big quarter-century also.\r
-\r
-2002-03-12 2.0.0-a17 Dammit.\r
-\r
-2002-03-12 2.0.0-a18 Hunting phantom lights...\r
-\r
-2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the\r
- extras folder...\r
-\r
-2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the\r
- stupid phantom light bug finally.\r
- Tricked out the sun tracing a wee\r
- bit as well, should be a little\r
- faster + more accurate. Other little\r
- bits fixed up as well. Thanks to K,\r
- {wf}ShadowSpawn and RR2DO2 for their\r
- help tracking these last bugs down.\r
-\r
-2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got\r
- rid of some cruft.\r
-\r
-2002-03-22 2.0.0-b1-rc3 Some minor optimizations.\r
-\r
-2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader).\r
-\r
-2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology.\r
-\r
-2002-05-01 2.0.1 OK, better late than never. Fixed the\r
- alphashadow = 255 = transparent bug.\r
-\r
-2002-06-24 2.1.0-b1 Added _foghull functionality. Works\r
- like terrain "_shader" where\r
- you don't need "textures/" prefix.\r
- Also added q3map_normalmap. See\r
- NVIDIA's website for Photoshop filter\r
- to generate normalmaps from grayscale\r
- heightmaps. This makes lightmaps\r
- look bumpmapped. Currently 50% broken.\r
-\r
-2002-07-06 2.2.0-b1 Empty epairs now stripped from map,\r
- fixing Wolfenstein crash bug. Func_*\r
- entities are now fogged properly.\r
- Sort of. This will be enhanced later.\r
- Added the .srf file to store all the\r
- extra crap I was hiding in the BSP.\r
- It's an editable text file that\r
- -light uses, so you can change the\r
- samplesize w/o recompiling the map\r
- (just -light'ing it). Changed color\r
- normalization to clamping, because\r
- it looks better. Other stuff got\r
- fixed as well.\r
- \r
-2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet!\r
-\r
-2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now\r
- supported, up to 1024x1024. Add\r
- q3map_lightmapSize H W to a shader\r
- to use. Lightmaps are stored in\r
- maps/{mapname}/_lm_NNN.tga and a\r
- shader script q3map_{mapname}.shader\r
- is generated. Also added\r
- q3map_lightmapGamma N.N. Use a\r
- value of 2.0 to simulate\r
- r_overBrightBits 1 and\r
- r_mapOverBrightBits 2 on external\r
- lightmap images.\r
+Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)
+
+- FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -
+
+
+Date Version Notes
+----------------------------------------------------------------
+2001-12-03 1.2 (ydnar) Alpha Initial version (win32)
+
+2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded
+ (more brush faces caught)
+
+2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other
+ detail brushes now culled,
+ Small against large detail
+ faces also culled.
+
+2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where
+ coincident caulk faces
+ were causing textured
+ faces to be caulked. Fixed.
+
+2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test
+ versions. This version
+ takes into account extra
+ surface info, so coplanar
+ clip brushes no longer
+ cull away textured sides.
+
+2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting
+ for most maps should now
+ be measurable in minutes
+ as opposed to hours.
+
+2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still
+ faster, but to enable
+ "blinding fast" mode,
+ you must supply the -fast
+ switch on the commandline
+ after -light. Fast mode
+ should be approximately
+ 2x as fast as build 8.
+
+2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now
+ optimized. Not as much
+ as I would like, but
+ a distance^2 cull before
+ traces on EVERY SINGLE
+ SURFACE LIGHT IN THE MAP
+ certainly speeds things
+ the fuck up. -fast not
+ necessary to see this
+ optimization. Also added
+ the -cheap switch to
+ limit light contributions
+ to a point when it exceeds
+ 255 in R, G, and B. This
+ *may* cause artifacts.
+ Test away...
+
+2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis).
+ Well constructed and
+ hinted maps should now
+ see a bit of a speedup.
+ Lights in the void are
+ also now removed as a
+ byproduct.
+
+2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused
+ vlight to crash.
+
+2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check.
+ - Cheap now supresses sun
+ Sun trace skipped if
+ sample is "cheapened."
+ - Experimental -smooth
+ option for subsampling
+ shadow edges.
+ - Experimental radiosity
+ code. Will probably crash.
+ - Other minor optimizations.
+
+2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled,
+ making it slower. Fixed.
+
+2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or
+ vertex- manipulated brushes
+ no longer created. Vertex
+ lighting on func_* with
+ an origin now works.
+ Radiosity should be more
+ stable (but not fully
+ correct yet). Light
+ envelopes now properly
+ calculated for entities
+ with origins.
+
+2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light.
+
+2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce
+ in shaders to specify
+ amount of light to reflect.
+ Use -bounce N after -light
+ to enable radiosity. Use
+ -dump to emit radiosity
+ lights as a prefab.
+
+2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New
+ features include -fastgrid,
+ -cheapgrid, and -fastbounce.
+ Running with -fastgrid and
+ -cheapgrid will produce
+ results identical to normal
+ q3map (with the lightgrid
+ being a little darker).
+ Also added q3map_nofast to
+ shaders to override -fast
+ switch for a surface light.
+
+2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting
+ bug (thanks Quakin) that was
+ causing sun to leak to brush
+ faces when using r_vertexlight
+ ingame. Changed a little bit
+ of the default behavior, so
+ test with vertex lighting
+ and with terrain. Minor
+ shader changes might be
+ necessary to get some maps to
+ look as before.
+
+2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some
+ minor optimizations in
+ shadow tracing. Should be
+ slightly faster than 19.
+
+2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows
+ properly to use
+ surfaceparm lightfilter.
+ Shaders must use this parm
+ to have colored shadows.
+ Can be used with alphashadow
+ as well.
+
+2002-01-04 1.2.1-y1 (nightly) This version is all new,
+ based off the official
+ GtkRadiant tree, which has
+ all the previous enhancements.
+ New features include colored
+ lightgrid tracing through
+ lightfilter shaders, and
+ surfaceparm lightgrid, for
+ large/space maps with large
+ volumes. Also fixed are
+ potential broken brush
+ winding radiosity crashes.
+ Maybe.
+
+2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed
+ bug where ambient was getting
+ calculated into the radiosity
+ solution for every pass,
+ leading to overbright maps
+ in a hurry. Also removed
+ the bad PTPFF reporting,
+ as it only caused problems
+ with radiosity in a big way.
+ Sue me.
+
+2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color
+ now properly cleared to 0
+ when bouncing.
+
+2002-01-07 1.2.1-y4 (nightly) Particle Studio generated
+ brush faces should no longer
+ be culled. I no longer cull
+ faces that are autosprite.
+ Added -bouncegrid to have
+ radiosity add to lightgrid.
+
+2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with
+ full optimizations. Should
+ be 10-25% faster in all,
+ including BSP and vis
+ stages.
+
+2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset
+ in their shader will no longer
+ be faceculled.
+
+2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads
+ to 4MB on Win32 to (hopefully)
+ elminate stack overflow
+ crash with radiosity. Also
+ made subdivision use the heap
+ to lessen the stack load. Fixed
+ bug where q3map_bounce was not
+ being used in shader parsing.
+ Redid some of the divide math
+ to work in 0-255 instead of
+ 0-256.
+
+2002-01-11 1.2.1-y8 (nightly) More Win32 threading
+ crutches. Eat me, Bill.
+
+2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug
+ in my PVS code. Fixed it,
+ so the PVS light opts work as
+ they should. Lighting is
+ faster. Also got rid of some
+ redundant square roots from
+ the raytracing, speeding up
+ lighting another ~25%.
+
+2002-01-20 1.2.1-y10 Fixed a potential crash bug
+ with maps with 0 lights. Also
+ changed how lightmaps are
+ projected onto patches that
+ lie in a single plane (bevel
+ endcaps, floors, etc). Shadows
+ now work properly on them.
+
+2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash
+ with maps with no lights or
+ no tracing. Also added
+ code to make brush/patch
+ vertex lighting more closely
+ resemble lightmap, even on
+ less-than-perfect maps. And
+ -light is faster, too...about
+ 25% on q3dm17. 34->25 seconds.
+
+2002-01-24 1.2.1-y12 Completely rewrote the path
+ argument handling. Should find
+ the Quake 3 dir and other
+ dirs properly now. Needs to
+ be tested on Linux though.
+ Also made lights linear by
+ default when run with -game
+ wolf. This is to match the
+ Gray Matter q3map and
+ entity definition.
+
+2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS
+ sources. Fog sparklies gone.
+ -nopatchfix so vlight works
+ properly again. Cleaned up
+ paths processing some more,
+ including Linux stuff. Added
+ _lightmapscale entity key.
+ Brought -game wolf lighting
+ to parity with GM tools.
+ RR2DO2's PCX loading fix. A
+ bunch of other useful fun shit.
+
+2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix.
+ Fixed a stupid bug in lightmap
+ dimension bounds checking (thanks
+ Laerth).
+
+2002-01-29 1.2.4-y3 Now will detect (and report to
+ GtkRadiant) all degenerate patches
+ like those created by capping a
+ cone.
+
+2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code.
+ Lots of cool new shit.
+
+2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches
+ are no longer circus colored, more
+ terrain texturing fixes.
+
+2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now
+ will share lightmaps. This prevents
+ most wierd edge cases with filter
+ and speeds things up a bit. Patches
+ too.
+
+2002-02-27 2.0.0-a12 More lightmap fixes for non-planar
+ surfaces. Bugfixes in allocation/
+ compression of lightmaps as well.
+
+2002-03-02 2.0.0-a13 Fixed some surface light bugs,
+ adjusted the occluded-luxel finding
+ code, and amped the radiosity. Other
+ fixes to RTCW lighting code (better
+ angle attenuation on linear lights).
+
+2002-03-04 2.0.0-a14 Vertex light should now be near-
+ perfect on clean (and mostly on not-
+ so-clean) maps. Unlit maps will no
+ longer have tri-fanned brush faces
+ with random vertex colors. VLight is
+ now totally gone (reverts to -light).
+
+2002-03-06 2.0.0-a15 Relaxed the planar check, should now
+ classify all slightly-off plane brush
+ face metasurfaces as planar. Triangle
+ checking much more stringent as well.
+
+2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation
+ now sorted by shader to minimize
+ shader count (and lessen chance for
+ RTCW shader substitution bug). Hit
+ big quarter-century also.
+
+2002-03-12 2.0.0-a17 Dammit.
+
+2002-03-12 2.0.0-a18 Hunting phantom lights...
+
+2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the
+ extras folder...
+
+2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the
+ stupid phantom light bug finally.
+ Tricked out the sun tracing a wee
+ bit as well, should be a little
+ faster + more accurate. Other little
+ bits fixed up as well. Thanks to K,
+ {wf}ShadowSpawn and RR2DO2 for their
+ help tracking these last bugs down.
+
+2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got
+ rid of some cruft.
+
+2002-03-22 2.0.0-b1-rc3 Some minor optimizations.
+
+2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader).
+
+2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology.
+
+2002-05-01 2.0.1 OK, better late than never. Fixed the
+ alphashadow = 255 = transparent bug.
+
+2002-06-24 2.1.0-b1 Added _foghull functionality. Works
+ like terrain "_shader" where
+ you don't need "textures/" prefix.
+ Also added q3map_normalmap. See
+ NVIDIA's website for Photoshop filter
+ to generate normalmaps from grayscale
+ heightmaps. This makes lightmaps
+ look bumpmapped. Currently 50% broken.
+
+2002-07-06 2.2.0-b1 Empty epairs now stripped from map,
+ fixing Wolfenstein crash bug. Func_*
+ entities are now fogged properly.
+ Sort of. This will be enhanced later.
+ Added the .srf file to store all the
+ extra crap I was hiding in the BSP.
+ It's an editable text file that
+ -light uses, so you can change the
+ samplesize w/o recompiling the map
+ (just -light'ing it). Changed color
+ normalization to clamping, because
+ it looks better. Other stuff got
+ fixed as well.
+
+2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet!
+
+2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now
+ supported, up to 1024x1024. Add
+ q3map_lightmapSize H W to a shader
+ to use. Lightmaps are stored in
+ maps/{mapname}/_lm_NNN.tga and a
+ shader script q3map_{mapname}.shader
+ is generated. Also added
+ q3map_lightmapGamma N.N. Use a
+ value of 2.0 to simulate
+ r_overBrightBits 1 and
+ r_mapOverBrightBits 2 on external
+ lightmap images.