[ ] allow entire engine to use kfonts automatically when appropriate
[ ] ps.gunframe supports up to 512 in rr
[ ] the remaining bits are used to compress other elements; bits 9-15 are whether gunoffset[n]/gunangles[n]/gunrate are changed
[ ] gunoffset/gunangles are full float in rr, but we might be able to find something smaller. it needs to be able to maintain smooth rotation which uses fairly small values
[ ] kick_angles are short / 1024
[ ] viewoffset are short / 16
[x] fix interpolation on a couple tent effects (explosions, etc)
[x] support 96 length configstring values
[x] bring over Steam/GoG auto-detect
[x] embed q2pro.menu file for default behavior (allows engine to be drop-in)
[x] fix instant packet for jump/crouch
[x] have font shadows work conditionally (UI_DROPSHADOW is unused)
[x] support footstep materials
[x] localization support
[x] support reverb effects (when OpenAL is being used) from material files
[ ] support mapname.environments additional files
[ ] cache defaults for entirety of AL being loaded
[x] figure out why OpenAL sounds so weird compared to DMA
[x] support glowmaps
[ ] bloom (on glowmaps only)
[ ] support shadow-lights
[x] support OGV videos
[x] per-pixel lighting support for dynamic lighting
[x] support +holster
[x] support weapon wheel
[x] parse CS_ wheel data into cls
[x] use CS_ wheel data for warn ammo count
[x] support +wheel / +wheel2 (dummy button bits)
[x] support cl_nextweap / cl_prevweap carousel
[x] support re-release cgame DLL protocol
[x] run pmove on cgame
[x] support re-release pmove prediction
[x] support bot navigation nodes
[x] A* query
[x] handle flags/types
[ ] fix weight/heuristic
[ ] RF_LOW_PRIORITY support (entities marked with this can be replaced in AddEntity if there are no more slots left; in Q2PRO we could also extend this to the network layer, and not sync entities with these if we run out of packet space)
[ ] RF_NO_STEREO support (speakers marked with this flag should always be played monaural)
[ ] RF_STAIR_STEP support (when this flag is set, the renderer should assume a 10hz interpolation between (old_origin.z - origin.z)
[ ] RF_CUSTOM_LIGHT support (just a custom dlight)
[x] RF_SHELL_LITE_GREEN support
[ ] RF_FLARE_LOCK_ANGLE support (not sure if skuller nabbed this one in his flare impl yet)
[ ] RDF_NO_WEAPON_LERP (unused but implemented in kex)
[x] handle damage_blend and screen_blend properly (maybe with a cvar that merges them both together if users want always full screen blends)
[x] support POIs
[x] support screen damage indicators
[x] support hit markers
[x] check/fix demo recording, playback support after the protocol changes
[ ] properly use cgame for "rerelease" demos
[x] check/fix old demos support after the protocol changes
[x] check/fix MVD support after the protocol changes
[x] support N64 skies
[x] lightning lasers
[ ] proper sound spatialization origins
[ ] support SVF_INSTANCED properly
[ ] scr_safe_zone
[x] adjust hud_scale/scr_scale/ui_scale 0 to be 2x at 720p
[x] fog + heightfog support. for legacy code path, we'll have to make a bit of a compromise though.
mapname.environments
additional fileshud_scale/scr_scale/ui_scale 0
to be 2x at 720p