-0 bug darkplaces physics: corpses/gibs are not riding down e1m1 lift (scar3crow)
-0 bug darkplaces physics: figure out why monsters keep making fall pain sound after they've landed in dpmod (Cruaich)
-0 bug darkplaces physics: q3bsp collisions are still glitchy, particularly gunshots hitting thin air near brushes, even with mod_q3bsp_optimizedtraceline 0, test in dpdm2r by shooting down through gaps in the architecture around the top platform (Vermeulen)
-0 bug darkplaces physics: test TecnoX and find the frikbot crash in SV_Physics (KrimZon)
-0 bug darkplaces physics: the zombie lift in e3m2 before the gold key is not working (scar3crow)
-0 bug darkplaces protocol: it's possible to get a "received signon 1 when at 1" error in singleplayer when restarting level, perhaps this relates to very low framerate
-0 bug darkplaces protocol: models sometimes staying in nexuiz after a big battle, entities that don't exist on the server anymore (Spike)
-0 bug darkplaces protocol: sometimes players are invisible in nexuiz, showing only their gun model, this may be related to svc_precache messages not being sent during signon (Vermeulen)
-0 bug darkplaces prvm: add back the leak checking http://cvs.icculus.org/cvs/twilight/darkplaces/prvm_cmds.c?r1=1.67&r2=1.68 (Black)
-0 bug darkplaces prvm: assignment to world is not producing an error after world spawn stage (Spike)
-0 bug darkplaces renderer: add r_shadow_glsl_usehalffloats cvar to make make GLSL shaders use "half" data type, automatically set this if on GFFX (MauveBib, SavageX)
-0 bug darkplaces renderer: animated textures are not being lit by static rtlights (LordHavoc)
-0 bug darkplaces renderer: audit all text drawing to make color codes work properly everywhere, right now they are even managing to mess up death message printing if someone has a color code in their name (Vermeulen)
-0 bug darkplaces renderer: do bloom effect before world crosshair and coronas and things (KrimZon)
-0 bug darkplaces renderer: lit sprites (which use R_CompleteLightPoint) are being lit blue by glow_color 108 dlights (Cheapy)
-0 bug darkplaces renderer: make sure that the texture fragment allocator can upload a full size block that uses the entire image, this may involve width/height comparisons needing a + 1 (fuh)
-0 bug darkplaces renderer: make sure that unlit maps show up fullbright (Wazat)
-0 bug darkplaces renderer: opaque water (r_wateralpha 1) is not being lit by rtlights (LordHavoc)
-0 bug darkplaces renderer: reverse corona traceline direction so that a player in solid can see coronas (Urre)
-0 bug darkplaces renderer: vertex normals seem to be generated backwards (LordHavoc)
-0 bug darkplaces server: PF_vectorvectors is broken, given a v_forward from makevectors (not using roll) it does not give the same v_right and v_up vectors (VorteX)
-0 bug darkplaces server: add TE_FLAMEJET builtin and add extension (Supajoe)
-0 bug darkplaces server: apparently MOVETYPE_WALK on non-players is frequently resetting origin to oldorigin, why does it think it's in solid? (Wazat)
-0 bug darkplaces server: figure out what's breaking RenegadeC's TAOV monster jump code (RenegadeC)
-0 bug darkplaces server: losing player colors on join (LordHavoc)
-0 bug darkplaces server: silver key missing in the map Menkalinan at http://quakemaps.nm.ru/maps2.html (zarquon)
+0 bug darkplaces renderer: monsters teleporting in really slow down rendering, perhaps the teleport light is casting huge shadows? new information suggests it is the particles. (romi, lcatlnx)
+0 bug darkplaces renderer: opaque water (r_wateralpha 1) is not being lit by rtlights (Sajt)
+0 bug darkplaces renderer: r_wateralpha 1 water that has lightmapping is black in r_shadow_realtime_world 1 mode, but only if the map was loaded in r_shadow_realtime_world 1 mode, if started in 0 and then going to 1 it does not have black water, this is probably lightmap updates not occurring in rtworld mode (mrinsane)
+0 bug darkplaces server: EntityFrame5_WriteFrame packetlog overflow every few seconds
+0 bug dpmod: air control doesn't seem to be working (Kedhrin)