DIRECTQ 1.7.666b UPDATES ======================== * Set minimum far clip to 4096 so that it plays nice with maps/mods that expect it. * Fixed menu shortcut keys/commands not allowing you to exit from menus properly. * Fixed vid_restart and state restore at fullscreen console. * Cleaned up game changing a little. * Restored mouse pointer is visible in menu and console screens with windowed mode. * Forced r_wireframe to always off in multiplayer (potential wallhack). * Reimplemented (optional, only if supported) pixel shader water warp. * Added r_hlsl cvar to toggle hlsl on or off (for cards that don't run well with it) - default 1. * Switched all fog to per-pixel when using pixel shaders (simplicity). * Fixed issue with hud_sbaralpha saving as integer in HUD configs. * Added "Change Game Directory" to Options menu in simple mode. * Set skill 1 when selecting New Game from the SinglePlayer menu. * Fixed autocomplete bug where an empty content list would crash the game. * Modified player skin caching system to actually be reliable. * Removed console and menu from display when a map is started in play/record/time demo mode. * Added sv_speed cvar (default 1) to control the rate at which time passes - use values < 1 for slowmo. * Restored variable water surf subdivision via gl_subdivide_size (and old ugliness with values > ~32). (This isn't used with r_hlsl 1). * Switched mouse input from immediate to buffered and made it more robust vs "can't stop moving after release". * Fixed CPU yielding when paused/minimized/not the focus/etc. * Added r_gunangle cvar, default 2, set to 0 for FitzQuake/DarkPlaces style gun (1 is intermediate). * Enabled key auto-repeat for console and menus. * Reverted full scoreboard to old behaviour (releasing TAB hides it) in multiplayer games. * Enforced old ammo/health box lighting method in multiplayer games. * Reverted something similar to old alias model lighting range in multiplayer games.