v1.3 test ( started Sep 29th 2014 )

QBSP

* More Clipping Fixes

v1.2.5 test ( started July 9th 2014 )

QBSP

* Additional information for CheckFace warnings
* increased some Auto-BSP2 limits
* Added +-4096 model extents check
* Added coarse check for detail nodes that face the void.
  Detail-brushes that are used like "void-sealing" brushes can cause this.
* Added new switch for finding detail-brushes that are used in a "void sealing" way. ( thx mfx )

  -makedetailleak
	Causes detail brushes to remain entities during compile. This will make the map
	leak if they are placed in a "void sealing" manner.

  Detail Brushes that are placed in a "void sealing" manner can cause problems for the final
  Vis quality !

* Account for rotate_object texture offset automatically. Related new switch :

  -oldrottex
	Disable automatic accounting for rotate_object texture offset ( old behaviour )

* Removed a change in clipping hull generation that could cause missing clipping in rare cases.
* Increased internal winding point limit
* Added experimental "inside filling" code for removing entityless areas of the map.
  Can be disabled using "-nofillinside" switch.

VIS

* Increased internal winding point limit
	
LIGHT

* Increased lightmap UV precision ( thanks to ericw for finding this )


v1.2.4 ( June 9th 2014 )

QBSP

* Support for BSP2 format

  Compiling to BSP2 can be forced using new -bsp2 switch, otherwise
  BSP2 output will be chosen automatically if BSP29 limits are exceeded.

* New switches ( see documentation )

  -maxnodesize [n]
  -portalacc [n]
  -nodetail

* func_detail now handled properly during -onlyents compile
* func_detail intersecting water no longer causes problems when watervis
  is enabled
* additional HOM countermeasures

VIS

* Support for BSP2 format
* additional HOM countermeasures
* fixed a problem in sound pvs calculation

LIGHT

* Support for BSP2 format
