network code: improved fragmented messages handling map change while client loads map no longer causes an 'Invalid .PK3' error map_restart while client loads map no longer causes a reload fixing donedl being ignored after autodl if map_restart'ed -the demo command has a list of compatible protocols, it will loop through 66 67 68 you can do '/demo four' and it will try four.dm_66 four.dm_67 four.dm_68 or you can explicitely give a '/demo demoname.dm_??'
added mousewheel support: wheel to scroll, ctrl+wheel to scroll faster, shift+wheel to scroll history
UI in baseq3/ and missionpack/ for PunkBuster configuration punkbuster server in server creation dialog (sv_punkbuster) punkbuster client in server browser (cl_punkbyster) added PB Yes/No to the browsers
removed obsolete MPlayer UI stuff
bumped server browser to handle up to 4096 servers
IP maintained in userinfo
cl_guid in userinfo (as part of PB integration)
printing ports as unsigned ints, no longer printing negative port numbers
cleaned up the legacy IP banning code use * for IP pattern matching now instead of 0 (fixes some confusion) ex: 192.246.12.* made it safe from overflowing and crashing NOTE: using PunkBuster's banning system is advised instead though
rcon: some fixes to the buffering to avoid overflowing and dropping parts of the message
rcon: now supports quoting /rcon g_motd "foo bar"
added SVF_CLIENTMASK (0x00000002), works only with <= 32 players set bitmask of players to which send entity
new cvar sv_lanForceRate (defaults 1): forces LAN clients to the maximum rate instead of accepting client setting (1 is the default behaviour, backward compatible)
new cvar sv_strictAuth (defaults 1): server side variable to control wether strict CDKEY auth should be performed with the auth server this is required if you want reliable cl_guid for the server (for users tracking)
filesystem: client re-orders it's pk3s according to the order given by server (fixes some 'Invalid .PK3 files referenced' situations
fixed invisible entities/players bug (thanks goes to Rick Johnson / Raven for this one!)
update x86 VM code (better and safer optimisations) (Richk Johnson / Raven too)
clearing client gentity before GAME_INIT call
failing vote if there's only one voting client (fixes exploit on 2-player server where one player votes then disconnects, forcing vote to pass)
added trap_FS_Seek
renderer fix: if client game code registers a shader after drawsurfaces are generated but before frame is rendered had a one-frame visual glitch (shader indexes messed up)