
2. Sep. 2005
-fixed: Volume changes for streamed sound formats did not work because
  it didn't store the channel's ID.
-added some checking code to the GWA loader to verify the validity of
  the loaded GL nodes. If the first seg in one subsector is found to
  be a miniseg the nodes will be considered invalid now.
-added code that handles the absence of wglChoosePixelFormatARB because
  There appaer to be drivers which still don't support it.
-fixed: The horizon code did not check for invulnerability colormaps.
-fixed: The code that handles missing upper/lower textures by flooding
  the gap with a flat texture did not remove its rotation matrix from
  the texture matrix stack.


1. Sep. 2005
-fixed a bug in the distance calculation of ADynamicLight::LinkLights.  
-reverted to my original horizon code with a few changes. Drawing the
  entire plane with one large polygon caused fog inaccuracies.
-fixed: The portal initialization code forgot so save the view area.
-fixed: Flooding gaps caused by missing lower textures checked for the
  ceiling height instead of the floor height.
-added: Dynamic lights now affect the player's weapon sprite.
-fixed: Lighting actors with dynamic lights did not work correctly.
-fixed: Fog state check was done incorrectly resulting in fog not being
 switched off properly if required.
-added: 3D floors can now use transparent textures without screwing up
  dynamic lighting.
-fixed: Invalid light definitions were not removed properly.
-fixed: Decals smaller than 2 map units didn't get displayed properly.
-fixed: GZDoom was still using DECORATE code from the buggy 7.8. release of
  ZDoom .96x
-changed: Fullbright items under water no longer override the sector's color.
  Same for the player's weapon sprite.
-changed GL_FOG_HINT to GL_FASTEST because it appears to work better on ATI cards.


31. Aug. 2005
- fixed: The top sides of 3D floors were drawn one unit too low.
- added gl_depthfog CVar for graphics cards that have problems with fog
- fixed: The code that adds the missing segs left out by the node builder
  forgot to relocate all pointers to the old array.
  

30. Aug. 2005
- added gl_spriteclip option so that the user can specify how sprites are
  clipped to the floor.
- fixed: Translations must not map to palette index 0. 0 is always transparent.
- fixed: After purging all textures Doom's status bar must be reinitialized as
  well so that it can set up its background texture again.
- fixed some screen size issues regarding automap and alt_hud.
- updated thingdef_exp.cpp to the latest version