Updated changelog
Fixed a buffer overflow (and inevidable crash) in SP caused by paths which are too long (such as the ones in Atlantica)
rosh_penin and rosh_penin_noforce are now immune to falling damage (in order to prevent certain situations where the level is unplayable)
Shut the hell up about precaching, please. (XXX NOT PRECACHED! -> this now requires /developer 1)
Fixed an error in the Rosh check code, as noted by @Ensiform.
Added level check for falling damage (Rosh is now hardcoded so that he doesn't take any falling damage on yavin1b). Also added a lengthy comment explaining why this was necessary.
Modified the level check AGAIN (soz buildbot)
Fixed inverted movement using keyboard when in_joystick is 2.
Tries to register model_default.skin for vehicles that have no skin field set, instead of not doing anything.
Also skeletal structure for a fix for issue #253
Correctly fix buffer overflow in FS_ReturnPath by making zpath 256 as it is in MP.
Use FS_PathCmp in SP for pak sorting.
Use correct Sys_ListFiles for getmodlist in SP.
Cleanup getfilelist in SP that is used by gamecode
use BASEGAME define in MP FS_GetModList
Use correct size parameter in FS pak qsort (for 64 bit compat, MP)
Merged MP fs check for duplicate searchpath checking to SP.
No longer displays text crawl incorrectly during ja01.roq.
Fixed text crawl in JK2 and JKA mode for SP. (Warning: fix held together with duct tape) Also removed a little portion of Xbox code that was TOTALLY GETTING IN MY WAY (read: I just felt like removing it)
Oh LICENSE.txt, you're so silly
Fixed filters and removed nonexistant files from the .vcxproj (engine)
Fixed bug with Assassin Droids where they replayed their attack anim in a loop while their shield was up. Also cleaned out some mess and removed some faulty code from Hazardtrooper AI.
Merge branch 'master' of https://github.com/Razish/OpenJK
Corrected an issue in the base game where Hazardtroopers would not crouch-attack properly