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Today I've defined a to-do list for the next release(s). Developer Edition patrons will get them before they're fully polished, but Power User Edition patrons will get at least one new release per month.
The Power User Edition releases will be the most stable and polished versions of each month, while the Developer Edition releases will include all versions in between.

That said, here's some of what I'm working on:

A fix for the glitchy console background transparency. It's not using all subcolors in the color blending map.

Custom progs.dat for vanilla Quake.

"Customize controls" menu list separators with a label for each section (action, movement, camera, etc). These separators will also be used when outputting config files, to sort & organize the bindings.

Several config file management improvements to make custom default.ini file creation easier.

Drag & drop mod initialization; drag a mod's folder onto Retrquad.exe to start with -game folder. Even without a modmenu, this will eliminate the need for batch files to launch mods.

Maps menu improvements. I'm not sure of exactly how much I'll improve it (the potential is endless), but one of the features I'd like to add is a list separator with episode/pack/subdir descriptions ("e1m*" = "Dimension of the Doomed", "retrojam2*" = "Retro Jam 2", etc).

The demos menu also needs lots of improvements, I'll be sure to implement at least a few ones in it. Recording support won't be implemented in the demos menu, but it should eventually be implemented in the maps menu.

To sum it up, I'll be working on many things that should be useful to all users and that I can implement with no need for further study and/or research. After getting those things out of the way, I'll see what can be done afterwards.

If my real life situation improves, I'll focus on more difficult tasks that should improve the usability of other aspects of the engine (specially the texture compiler). Removing limits can also be done over time, but I won't focus that on supporting any specific limit-breaking community content. The proper way to remove limits is to do that while rethinking the inner workings of individual aspects of the engine; by focusing on the quality of the engine itself, many community-created limit-breaking maps and mods should naturally start working in Retroquad. The ones that still won't work will be most likely be ones that relies on features that I don't plan to support, or hacks.

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