** Changes since 1.90 **

added: snd_ambient {0|1}, toggles the ambient background sounds, wind, frogs, water, torches etc...}

Fixed:  External textures for gamedir content. Loads the media from -game folder first. 
	Bug reported by Lightning Hunter.
	
Added:	cl_nomessageprint [0|1]	: suppress message text when recording demos.

Added:	r_outline for .md3 models.

Added:  writealiases {filename}.cfg : writes all alias commands to filename.cfg.
	The ".cfg" extension is forced.

Added:	cl_nomessageprint [0|1]	: suppress message text when recording demos.
Added:	r_outline for .md3 models.
Added:  writealiases {filename}.cfg : writes all alias commands to filename.cfg.
	The ".cfg" extension is forced.

Added:	cl_autofocus {0|1} returns back to Qrack when a match starts, if the
	user ALT-TABs out.

Added:	show_healthbar {0|1}, displays a graphical bar on screan of local
	client's health
	show_healthbar_x {#}, horizontal position of healthbar. Default 0 is the
	center of the screen, negative moves left, positive moves right.
	show_healthbar_y {#}, vertical position of the healthbar. Default is 0
	center. Positive moves down, negative moves up.

Added: 	show_armorbar {0|1}, displays graphical bar of local client's
	armorvalue. Color is indeicated by type of armor. (R,Y,G)
	show_armorbar_x {#}, horizontal position	
	show_armorbar_y {#}, vertical position
	
Added:	show_ammobar {0|1}, displays a graphical bar of the ammount of ammo of
	local client's weapon in hand.
	show_ammobar_x {#}, horizontal position.
	show_ammobar_y {#}, vertical position.
	
Fixed:	Bug when using ctrl and pageup keys. If you held down the pageup key it
	would keep scrolling back past the beginning of the console buffer.

Fixed:	Sometimes keys didn't repeat in the console.

Fixed:	Tweaked the position of the muzzleflash particle, works now with
	cl_gun_offset and v_viewheight.

Added:	gl_part_muzzleflash {0|1} toggles the particle for muzzleflash when
	shooting. (4 years later)

Added: 	Support for mods that require 64k globals, via code from Spike of FTE.
	
Added: 	MEM command to show amount of HEAP memory used.

Added: 	EndFrameQC support.

Added: 	SV_PlayerPhysicsQC support, to override engine player physics for
	QuakeC.

Added: 	changed r_lightmode command to gl_overbright.

Changed: MSG_Write*s and MSG_Read*s to mimic ProQuake server functions for
	compatibility. cls.protocol will manage this in future.

Fixed:	Bug with Quoth's pulsecannon, using invalid particletype.

Added: 	Inability to (accidentally) load multiple versions of Qrack to save
	resources..
	Can be overridden with "-multipleinstance" command line parameter.

Changed: MAX_ENT_LEAFS to 256 from 16

Added:  host_maxfps (default 75), forces server timings to Quake standard for
	single-player game physics.

Changed: Typing changelevel with no mapname will pick a random map for you. Nice
	for playing wih FrikBots.

Added: 	gl_decal_count cvar sets maximum number of decals to be drawn at one
	time.

Fixed:	remove oldest decal from list if max decal limit hit, always drawing new
	decals.

Fixed: 	replaced calls to glBindTexture, with GL_Bind, which applies
	gl_anisotropic to all textures passed through this function.
	hopefully this will eliminate the glittery effect of decals.
	
Added: 	random decal sizes when created.

Added: 	decal alpha channel support.

Fixed:	if cl_web_download fails because of file not found Qrack should not
crash.

Fixed: 	reconnect command works now, just type reconnect if you get
	disconnected.

fixed: 	old bug with pq_teamscores when a team had a negative score!

added: 	gl_powerupshell_size, to control the size of a model's polygon shell
	effect.
	(default 0), range: 0 to 10.

fixed:	bug with m_filter.

fixed:	if sv_defaultmap is null ("") then Qrack will return with error :
	Couldn't load map: 'mymap.bsp'. if map not found.

modified: gl_fogenable is set in worldspawn for maps that wish to autoload fog
	settings,
	using gl_fogenable 2 forces current fog settings to carry over if the
	next map doesnt
	have a fog key in worldspawn. This basically forces fog ON all the time.

added: 	scr_bloodsplat 0 | 1
	shows bloodsplats on player's screens when being hurt.

Fixed: 	gl_rain is now alot faster.

Fixed: 	R_Celshading 1 & 2 with cl_teamskins 1.

Fixed: 	Decals are not added to animated textures.

Added: 	When recording a demo, show_rec will display "[*REC]" on screen.
		usage:
		show_rec 0|1 to toggle
		show_rec_x	horizontal positioning
		show_rec_y	vertical positioning
			
Added: 	Enhanced BuiltIn Function System (EBFS) by Maddes

Added:	FrikFile Support

Added: 	cl_levelshots 0 |1
	Displays an image between level loads and fades out of view with the
name of the map centerprinted.
	(custom levelshot images should be placed in "/textures/levelshots" )

Added: 	scr_centerprint_levelname 0|1
	Displays a centerprint of the map's worldspawn key "message" at map
start.
	
Fixed: 	if a server model is not found, or can't be downloaded use null.mdl
	instead.

Fixed: 	Fullbright skins on 8 bit player models only illuminate the original
	fullbright colors (>224)
	This allows gl_fb_models 1 to correctly work for player models without
	making the entire skin fullbright!
	Originally in Quake the player skin had a fullbright little RED dot on
	the gun, which was broken in glQuake.
	
Added: 	CL_TEAMSKIN support for md3 models! :D

fIXED: 	if transparent then no entity shadow!!

Added: 	cl_viewbob 0|1 default 0, bobs the pov as a player walks.
	This allows the gun to sway with cl_bob* commands but keeping the pov
	steady.

Fixed: 	coronas are not visable through doors/platforms :D

Fixed 	chase_active so the view never pokes into the wall!

added 	MOVETYPE_FOLLOW for Nehahra support (oops! was missing!)

added 	LordHavoc's implementation of rotation on MOVETYPE_FOLLOW objects.

added 	gl_free_world_textures cvar to clear out loaded texture before each map
	load...
	+ saves texture memory
	+ reloads color pallete (and/or bpp)
	+ resets the mipmap level
	
Fixed:	Better support for widescreen aspect in SCR_CalcRefdef.

Added: 	Rotating BMODELS from DarkPlaces.

Added:	preliminary support for HalfLife 1 maps with 24bit texture support

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