industri changelog, last update: Tue Apr 26 

--- exe changes ---
* Add industri game path
* removed light from grenades (cl_main.c)
* change start-up splash screen
* added developer commandline switch (-dev). used for cheats too. (host.c)
* exec industri.rc or industridev.rc based on -dev commandline
* changed the image of the 'disk' for loading time (gl_draw.c)
* remove the V_BounsFlash screen flash on item pick-up (view.c?)
* added an 'industri' stamp to the console
* change the 'loading' and 'Paused' gfx to a center print text (gl_screen.c)
* do not print 'autolight enabled' or 'lightmap bright' unless -dev is used
  (gl_shadow.c)
* many changes to the menus order and how they work (menu.c)
* most of the development info is only printed if the -dev (or +developer 1)
  flag is used
* added Cvar cheats (0/1) to allow for cheats (not all vars checked!) The -dev
  switch also enables cheats. 
* changed HUD font and graphics to a non-streched version when width > 640
  (based on FitzQuake).
* hack to give a flashlight to monster_army
* removed forced ambient sound linked to liquid brushes (use play_sound
  instead, more control too) 
* log centerprint msg's to console (code from Fitzquake), log_centerprint 0 to 
  disable.
* no longer makes a 'glquake' folder
* added flashlight key bind to options menu 
* many other small changes

exe NICE TODO:
* move saved games into a 'saved' folder
* alias for the 'color' key to support '_color' (editors use _color by default)
* some kind of decal entity for mapping
* sh_lightmapbright menu option that overrides the maps value
* add a gamma menu option

--- progs.dat changes ---
* changed precahced files 
* remove flare grenade - (moved to impulse 101 but grenades no longer give off
  light)
* reduce player speed (top speed is 220, quake is 400)
* cheat commands disabled (use cheats 1 at console or command line -dev to
  enable)
* add spawnflags 2048 check for light_* entities
* add silent (1) and ripped (2) spawnflag options for misc_gibs
* gibable crucified zombies 
* zombies can bleed with spawnflag 4
* fix the func_train sound problem
* added a silent spawnflag (4) to trap_spikeshooter
* changed the lightstyles 
* removed end of eposide text
* start with axe by default on the start map, other maps with shotgun
* added a 'count' flag for trigger_monster_jump 
* added a trigger_quicksave
* removed gibable corpse code, problems with game play and solid bodies
* added flashlight (spawnflags 4) for monster_army
* corrected the volume flag on play_ambient
* moved flashlight impulse from 100 to 13 (work around for menu bug)

progs.dat NICE TODO: 
* FIXME flashlight does not stay on across level change.
* a 'particle entity' that spawns a particle effect
* some kind of decal support/entity
* change the crosshair so it does not use '+' from conchars 


--- default.cfg and quake.rc changes ---
* default.cfg changed to a more contempory FPS layout
* rename to industri.rc and industri-dev.rc
* console speed increased (scr_conspeed 1300)
* removed demos and dump player in start map (unless started with -dev or +map.)

--- mdl changes --
* included n30g3n3s1s's (n30g3n3s1@planetquake.com) items (textures converted
  to png, some modified)
* included OgrO's (http://planetquake.com/pandemonium/tenebrae/) mdl skins for
  most monsters (textures converted to png, some modified)
* the grenade now has a _luma layer (easier to see)
* default tenebrae textures (by Willi Hammes) converted to png

--- textures info --
* all diffues textures with the und_* prefix by tawilson
  (http://www.planetunreal.com/undulation/)
* (almost) all other diffuse textures by ydnar (http://shaderlab.com/)
* all _bump, _norm, _luma, and _gloss world textures by Tig
* all textures with the tig_* prefix by Tig

--- sound info ---
* all ind-snds/*.wav are modified copyright free files
 
