Initial Commit
  - Builds with CMake and runs properly.
  - Updated most (if not all) documentation.
  - Added documentation.
  - See README-CS.txt and cs_features.txt for details.
- Updated configuration documentation in docs/.
- Added licenses for dependencies - for documentation purposes.
- Added master server.
- Augmented CMake build system to cross-compile for Windows using Linux/MinGW.
- C/S keybinding handlers are now bound at runtime instead of compile-time.
- Forgot MinGW changes made to source/sdl/ and source/Win32/, re-added.
Added an example config in the default location (in base/server.json)
Some CMake tweaks for building on Debian 6.0.
Folded CMake MinGW cross-compilation into a static compilation system.
- Switched the master paradigm from MIME-types to the "eternity:" protocol.
- Added NSIS installer package target to CPack packaging system.
- Added automatic WAD downloading, clients now download WADS if they are not
  found.  An IWAD must first be loaded, and only one IWAD may be specified, so
  there is no danger of this downloading a commercial IWAD.
- There is now a 'wads' folder in the base folder used to store downloaded
  WADs.  This folder is created if not found, and is also automatically added
  to the WAD search path.
- The eternity.bat script used on Windows will check the installation folder as
  well as the "$INSTDIR/bin" folder for WADs, should be more intuitive.
- Fixed a bug where the client would automatically attempt to acquire
  authorization from a server even if the server didn't require it.  This
  caused clients to be locked out of servers if the server didn't require a
  spectator password.  This fix also clears up confusing console messages.
- Clients should no longer disconnect if it takes them a while to load a map's
  WADs; the server won't consider that they've exceeded the latency limit until
  it's received at least 1 command from them for that map.
- Servers now honor the "wad_folders" configuration option.
- Clients using the shareware IWAD are now barred from using EE in
  client/server mode.  I feel like this is fair, and there's always Freedoom.
- Added a function to test if a path exists in m_file.
- "show_scores" is now true by default, this was confusing to some players
  because they'd bound a key to show the scoreboard, but the scoreboard still
  didn't display.
- Some whitespace fixes and printf debugging removal.
Some CMake tweaks to run eternity with the full path, instead of
changing directory on Windows.
- Clientside network buffer overflow fix take 1
Disable disk flashing while changing resolutions, fixes resolution change
crash on Windows.
Added some preliminary announcer support, currently just CTF events but more
coming.
- Forgot to add CTF announcer EDF defs, added
- Added an installer option to configure an additional WAD search path
- Added an installer option to download Freedoom
- Broke out NSIS installer configuration into EECPackConfig.txt
- Many CMake style tweaks to better align with CMake convention
Increase the maximum latency tolerated to an insane amount, should prevent
players on spiky connections from disconnecting.
Players now drop the flag when they spectate or switch teams.
- Add (overridable per-map) option to build the blockmap to the server config.
- Disable changing turbo scale in the console (a better check is needed).
- Forgot to add maplist command, fixed, and fixed some formatting too.
- Fixed friendly damage percentage affecting self-damage in team games.
Reset player death count at the end of a map.
Whoops, forgot an include.
Added clientside "constant prediction" option, which constantly predicts the
local player's position even in the absence of traffic from the server.
Unlagged will now remember playerstates (live, dead, reborn).  Among other
things this prevents players from taking damage from their old corpses.
Allow clients to set damage screen ("red screen") intensity.  Servers can
disallow this with the "allow_damage_screen_change" options.  Intensity
defaults to 100 - which is full intensity.