-0 bug darkplaces makefile: add icon to windows sdl builds (RenegadeC)
-0 bug darkplaces nexuiz: can't open console when in nexuiz menu (stahl)
-0 bug darkplaces particles: cl_particles_quality is affecting lifetime of decals, it should not
-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: animated textures are not being lit by static rtlights (LordHavoc)
-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 rtlights: light entity import should spawn lights at torch origin so that it does not cast a shadow
-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: modify r_showtris_polygonoffset to push back all filled geometry, not lines, because polygonoffset will not affect GL_LINES at all
+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: r_wateralpha on maps that are not watervised shows sky, this is a known glquake bug but it is fixable in darkplaces at load time by marking opposite-content (water-empty, empty-water) leafs as visible in their pvs sets, this involves checking the portal flow... (knghtbrd)
+0 bug darkplaces server: Blood Mage monsters are stuck in place apparently (steven a)
+0 bug darkplaces server: SV_PushMove is ignoring model type in its angles_x handling, where as the renderer checks only model type to determine angles_x handling (Urre)
+0 bug darkplaces server: SV_PushMove's call to SV_ClipMoveToEntity should do a trace, not just a point test, to support hollow pusher models (Urre)
+0 bug darkplaces server: the lava+func_trains room of r1m5 is leaving items floating in the air - r1m5 is Towers of Wrath, in episode of Dissolution of Eternity, aka rogue (maichal)
+0 bug darkplaces video: generate 1024 color gamma ramps for glx on Quadro, right now hardware gamma is being disabled on these cards because they use 1024 color ramps, not 256 (div0)
+0 bug darkplaces wgl client: during video mode setup, sometimes another application's window becomes permanently top most, not darkplaces' fullscreen window, why? (tZork)
+0 bug darkplaces windows sound: freezing on exit sometimes when freeing sound buffer during sound shutdown (Black)