If you change something do a pull and ill review it
Atm whats needed is help porting the internal editors to WxWidgets.
Fixup the glsl renderer (works for the most part now if you dont use gfx mods) has a strange bug outside with flickering specular on static objects.
Implement missing functionality in the editors (PDA and a few others).
Remove editor gui code for functions that where changed to use keyboard shortcuts (buttons for these are defunct now).
ATI cards now work really well
most of the bugs where caused by Doom3 defaulting to trilinear filtering which screws up with ATI because they use an adaptive texture filter.
Also a bug in the shadow code setting the culling back to CT_BACK_SIDED for all paths.
various fixes posted by iodoom3 dhewm3 dante treeb and some by myself.
glsl renderer from raynor atm its experimental but works mostly, shaders have been shined up a bit.
defered interactions (ported from a linux patch).
Wrapper executables for game mods.
Mod sources for Grimm's quest / Classic Doom / SikkMod / and SikkMod for Ressurection Of evil with the same fixes.
old FPU exception code, left in stubs for those to keep compatibility with original game dll's.
Tons of disabled and defunct code.
Shader passes have been split up into newstage and oldstage versions to ease working with the glsl renderer "MH".
FPS counter is more accurate "MH".
Toggle run "MH".
Some large code pieces where moved out and made into functions.
Moved some code from draw_common.cpp to tr_render.cpp (only used there so made sense).
Productivity is a state of mind.