-1 darkplaces cleanup: add palette conversion capabilities to Image_CopyMux
-1 darkplaces cleanup: make Host_Error call error reset functions on renderer subsystems? (models are already flushed)
-1 darkplaces client: add cl_particles_blood_color_r and g and b cvars to control blood color (Asaki)
-1 darkplaces client: add some particles to teleportsplash (Uffe)
-1 darkplaces client: change sort key in server browser using left/right arrows
-1 darkplaces console: add con_dump command to dump history to a file
-1 darkplaces docs: fix lots of bugs and then retitle the website to get more publicity: DarkPlaces: Re-live Quake again...
-1 darkplaces input: finish porting Quake2 keyboard stuff (Rick, FrikaC)
-1 darkplaces input: fix stuck buttons during a level change (mercury82, tkimmet@ezworks.net) (further note: this is from the console becoming active temporarily and catching the key release when the player lets go during the loading stage, make it possible to release a button that was pressed before the console was activated, or make it execute -commands for all pressed binds when level starts)
-1 darkplaces menu: add in_bindmap support to bind menu; a selector for which bindmap is actively being shown and bound in the menu, and add bind entries for some bindmap commands (sajt)
-1 darkplaces protocol: add "sendcvar <cvarname>" command which executes on clients and forwards a "sentcvar <cvarname> <cvarvalue>" to the server, which the qc can catch (Urre)
-1 darkplaces protocol: add DP_EF_CLIENTLOCKANGLES extension (prevents client from turning view, takes angles from entity) (Wazat for Battlemech, Sajt)
-1 darkplaces protocol: add DP_SV_CLIENTFLASHPIC extension: a function void svc_clientflashpic(entity cl, float alpha, float fadetime, string picname), to flash a pic in the center of the client's screen, useful for 'Double Kill' awards and such (Tomaz)
-1 darkplaces protocol: add DP_SV_READCLIENTINPUT extension (.vector clientinput; works like .movement but for mouse or any other similar controllers) (Wazat for Battlemech, FrikaC, Sajt, Urre)
-1 darkplaces protocol: add a .modelflags variable which if non-zero overrides model flags - note, LordHavoc would prefer just adding more EF_ values (Arwing, frightfan)
-1 darkplaces renderer: add r_shadow_light_polygonoffset and r_shadow_light_polygonfactor variables to work around multitexture depth issues on TNT cards (Urre)
-1 darkplaces renderer: make r_fogsky cvar to control how much fog is rendered infront of the sky (Deej, C0burn, Sajt)
-1 darkplaces renderer: shadow volumes from q3bsp brush models are broken, maybe inverted or something (Vermeulen)
-1 darkplaces research: check out QMB lightning and lava effects (jeremy janzen)
-1 darkplaces server: add DP_CLIENTCAMERA extension (.entity clientcamera; sets which entity the client views from) (Wazat for Battlemech, Sajt, [TACO])
-1 darkplaces server: add DP_QC_ENDFRAME extension/documentation and post it on wiki (tell Uffe, Sajt)
-1 darkplaces server: add EndGame function (called on server shutdown or level change) (Sajt, Nexuiz)
-1 darkplaces server: add a string function that returns a character value from a string, mainly for csqc printing its own text (Sajt)
-1 darkplaces server: add contents reporting to qc somehow when traceline does model tracing and hits the model
-1 darkplaces server: add gettimestamp builtin (returns a string) for logging purposes (Sajt)
-1 darkplaces server: add md3 mesh name reporting to qc somehow when traceline does model tracing and hits the model
-1 darkplaces server: decide on an extension name for .ent loading and report it, also document in dpextensions (tell FrikaC, Gleeb, and add to wiki)
-1 darkplaces video: add r_displayrefresh cvar for windows video refresh settings (Willis, Judas Judas)
-1 darkplaces video: add widescreen mode support, with 3 lists of resolutions in the menu based on aspect ratio setting, using this list http://www.deathmask.net/misc/widescreen.txt and figure out how to bias the fov based on aspect (Willis)
-1 dpmod: add a Treasure Hunt mode (inspired by preview of Will Rock) - a team wins when they hold all the artifacts
-1 dpmod: add func_crate (NotoriousRay)
-1 dpmod: dm 7 monster spawns should occasionally be a crowd of Diablo2 style powered up monsters (Rick)
-1 dpmod: dm 7 monster spawns should occasionally fail in a shower of gibs (Rick)
-1 dpmod: dm 7 super monsters should glow and have a name which shows up when in crosshairs (Rick)
-1 dpmod: dm 7 super scrag should fire spiral acid (Rick)
-1 dpmod: make a skill 4 mode where monsters are nearly invisible (alpha 0.2?) except when attacking or in pain
-1 dpmod: make ogres start up their chainsaw when first seeing an enemy (scar3crow)
-1 hmap2: add .mip loading support
-1 hmap: qbsp dies from runaway allocations if a duplicate plane is found on a brush (Tomaz)
-1 lhfire: add percentage and estimated time reporting to console output (daniel_hansson@telia.com)
-1 lhfire: get lhfire_gui build from Tomaz.
-1 lhfire: post lhfire_gui build.
-1 lhfire: prepare example scripts for release.
-2 darkplaces cleanup: add cvar callbacks and make net cvars have callbacks
-2 darkplaces cleanup: add fs_datapath and fs_userpath cvars to better support Linux, this can be done by making each gamedir add both the basepath and userpath variants of the gamedir, and making sure the userpath one is last so it is used for writing (Mercury)
-2 darkplaces cleanup: change menu qc key input to using string key names instead of numbers (the bind alias names should be able to do this) (Mercury, Black, Vermeulen)
-2 darkplaces cleanup: make commandline parsing use COM_ParseToken.
-2 darkplaces cleanup: make sure the engine uses only the first 32 special chars, so the high set can be replaced, this means player messages should not be shifted up, and the 'shift down' printing in dedicated server consoles should be removed, etc (Urre)
-2 darkplaces cleanup: memory pools should be able to be nested multiple levels (Vic)
-2 darkplaces cleanup: merge msurface_t/q3mface_t, mleaf_t/q3mleaf_t, and mnode_t/q3mnode_t
-2 darkplaces client: 'status' command player ip logging by nickname (sublim3)
-2 darkplaces client: add a net_graph cvar which would show incoming and outgoing packet ping times, packet sizes, dropped packets, etc (avirox)
-2 darkplaces client: add cl_censor cvar which would replace 'swearing' with humorous messages (Deej)
-2 darkplaces client: add support for stereo shutter glasses
-2 darkplaces client: cl_particles_maximum cvar (default 32768) which would change number of particles allowed at once (TheBeast)
-2 darkplaces client: decal clipping (romi, Sajt)
-2 darkplaces client: make CL_Video use TEXF_FRAGMENT again by adding general, transparent support for it in all drawqueue functions (so you dont need to call FragmentLocation) (Black)
-2 darkplaces client: proquake secure protocol support for playing on proquake servers (sublim3)
-2 darkplaces collision: bmodel bounding boxes need to be calculated to account for clip brushes, which are not in the drawing hull (metlslime)
-2 darkplaces collision: do trace against patch bbox before testing triangles
-2 darkplaces collision: modify Collision_ClipTrace_Line_Sphere to have a slight backoff on impact, like all other collision functions (tell TheBurningRed)
-2 darkplaces collision: use larger of model box or collision box for linking into areagrid so that bullet tracing can use the model bounding box instead of the collision one? (Urre)
-2 darkplaces console: add a "maps" command which takes the list from "dir maps/*.bsp" and prints the actual names of all the levels according to their worldspawn.message keys (RPG)
-2 darkplaces console: expand parameters such as $cvar to use the value of the cvar, DP_CON_EXPANDCVAR (up2nogood)
-2 darkplaces console: figure out how to prevent "alias a a" - infinite loop when executed, this should be detected when executing it (Vicious)
-2 darkplaces console: make aliases given parameters insert the parameters in place of $1, $2, $* macros in the alias string, add this as DP_CON_ALIASPARAMETERS (up2nogood)
-2 darkplaces console: review the whole set of console commands and cvars carefully and identify interactions, known interactions include sequences such as +sv_cheats 1 +map e1m1, or +maxplayers 8 +deathmatch 7 +map dpdm2, but for some reason this works with the cvar after the map command, and also if you do -window it does not affect the value saved to config, because the configs are executed again after the -window, perhaps it is not executing the commandline a second time? apparently also -dedicated without +map does not load a map automatically in transfusion (Wazat, Willis)
-2 darkplaces image: add scaling capabilities to Image_CopyMux
-2 darkplaces loader: add support for fuhquake naming of map textures (textures/start/quake.tga style)
-2 darkplaces loader: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert)
-2 darkplaces menu: add lan searching to the server browser and related code (Vermeulen)
-2 darkplaces menu: implement menu_clearkeyconfig and menu_keyconfig and the corresponding menu (diGGer)
-2 darkplaces physics: DP_SV_QCPHYSICS extension, calls SV_PhysicsQC function, which replaces the entire SV_Physics C function, calling all thinks and physics and everything (Urre, Sajt)
-2 darkplaces protocol: add effects.txt file which would describe a bunch of numbered effects usable with a .effectindex field on entities, these would range from point effects, to continuous emitters, to beams with jitter and other properties, each effect would have various info like dlight and particle spawning and beam rendering (CheapAlert, Supa, FrikaC, [TACO], Sajt, Urre, Vermeulen)
-2 darkplaces protocol: add rcon_password system similar to quakeworld server
-2 darkplaces protocol: svc_spawnstatic should use a delta from defaultstate, instead of its outdated custom protocol (Spike)
-2 darkplaces release: add KDE/gnome icons somehow using darkplaces72x72.png (de-we)
-2 darkplaces renderer: add q3bsp water rendering, both scrolling and watershader (Zombie)
-2 darkplaces renderer: dpshader should support corona-model shaders somehow (equation: pow(normalizationcubemap(transform(eye, vertexmatrix)) dot3 '0 0 1', 8)), which are normally used around unusually shaped lights instead of flat coronas (Mitchell)
-2 darkplaces renderer: fix fogging in realtime lighting mode, need to split the shaders into two stages, this will also fix decal bugs with fog (Mitchell)
-2 darkplaces renderer: make corona occlusion testing use GL_ARB_occlusion_query instead of a CL_TraceLine (Riot)
-2 darkplaces renderer: make light checks use rtlights if in r_shadow_realtime_world 1 mode for consistency reasons on transparent models and such, as well as particles (romi)
-2 darkplaces renderer: move skybox/skysphere render to after sky polygons, so that they can do a depth comparison to draw only on the sky polygons, using DepthRange(1,1) and DepthFunc(GL_GREATER), note though that portal renders will need half depth range (Mercury)
-2 darkplaces renderer: transparent surfaces are not being lit by rtlights (Vermeulen)
-2 darkplaces server: add DP_SV_COLLISIONCONTENTMASK extension (Urre, Spike)
-2 darkplaces server: add EXT_BITSHIFT extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
-2 darkplaces server: add EXT_DIMENSION_GHOST extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
-2 darkplaces server: add EXT_DIMENSION_HITMODEL extension (Urre, Spike)
-2 darkplaces server: add EXT_DIMENSION_PHYSICS extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
-2 darkplaces server: add EXT_DIMENSION_VISIBLE extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
-2 darkplaces server: make a DP_SV_PERCLIENTENTITYSEND extension which calls a .float customizeentityforclient() function for each client that may see the entity, the function returns TRUE if it should send, FALSE if it should not, and is fully capable of editing the entity's fields, this allows cloaked players to appear less transparent to their teammates, navigation markers to only show to their team, etc (Urre)
-2 darkplaces sound: add mapmusic command (<maps/mapname.bsp> <music/whatever.ogg> perhaps, with a blank music name it would simply remove the map from the list of overrides) to manipulate a list of per-map music overrides, mapmusic alone should print the list (Joseph Caporale, tell Static_Fiend)
-2 darkplaces testing: make sure Zerstoerer works (Chris Kemp, Kaotic))
-2 dpmod: write a readme for the menu progs code to get people started with it, and know what is and is not possible, what builtins do, etc (Urre)
-2 dpzoo.map: swinging doors
-2 hmap2: add "_minlight" "red green blue" and "_ambientlight" "red green blue" fields to worldspawn parsing (Harb)
-2 hmap2: add hlwad support to hqbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd, FrikaC)
-2 hmap2: make water have lightmaps (unless -nowaterlightmaps is specified)
-3 LordHavoc: read up on dynamic visibility
-3 darkplaces client: .loc support and other team messaging capabilities (sublim3)
-3 darkplaces client: add an httpdownload command which can download pk3 archives (Paul Gagnon)
-3 darkplaces client: add back cl_particles_lighting cvar and add back the particle lighting (romi)
-3 darkplaces client: add back r_waterripple (Vermeulen)
-3 darkplaces client: add clientside entity prediction similar to qw based on ping, and add cl_prediction and cl_prediction_lockping
-3 darkplaces client: add direct xvid recording using the xvid library (Error, Vermeulen)
-3 darkplaces client: figure out why multimap demos are skipping the later portions, it's probably related to the time seeking, probably not being reset (Urre)
-3 darkplaces client: make "wait" command wait for next network frame somehow when connected, to make frikbot .way files load properly (Nexuiz, Transfusion, FrikaC)
-3 darkplaces client: make a new caching system with handles (which can be purged) and give every entity a cache handle to a model instance, which contains cache handles for each mesh/array
-3 darkplaces client: mod browser (and ability to switch mods) (Sajt, mashakos)
-3 darkplaces collision: add edge bevels in collision code, by trying all crossproduct combinations of an edge with planes from the other brush, and choosing only the ones which are valid
-3 darkplaces compatibility: quakerally does not work, figure out why (Spike)
-3 darkplaces compatibility: targetquake does not work, figure out why
-3 darkplaces docs: add short and long documentation string to each cvar/command (QorpsE)
-3 darkplaces docs: write a documentation string in engine, and a command to dump documentation to a darkplaces.txt file (QorpsE)
-3 darkplaces editlights: add a custom light style string to rtlights, if empty it uses a normal server controlled light style (Stribbs)
-3 darkplaces filesystem: add fs_reload command to allow restarting the filesystem module, this would mean that it could check for new paks and such (Mercury)
-3 darkplaces loader: add _color.tga support (realtime lighting would use this instead of the .tga for diffuse layer if available) (Urre)
-3 darkplaces loader: make q1bsp surfaces have vertex color arrays like q3bsp to make things more consistent, note these need light styles
-3 darkplaces loader: support dpm models (Vermeulen)
-3 darkplaces loader: support md5mesh/md5anim model files (Supa, Kazashi)
-3 darkplaces menu: add OpenGL Extensions menu to enable/disable various features (zombie_13)
-3 darkplaces menu: find a way to prevent display of savegames from id1 in mods (WodahsEht)
-3 darkplaces menu: rearrange menus - make Graphics Options submenu and move video and renderer stuff there, add Apply button to video section (tell Elric)
-3 darkplaces physics: DP_SV_TRACEMOVE extension, adds a qc builtin which traces an entity through the world (using origin/angles/mins/maxs/velocity/avelocity) for a specified amount of time (frametime typically), and sets trace results accordingly, this would greatly help out QC physics (Urre)
-3 darkplaces physics: add DP_SV_CRATEPHYSICS (NotoriousRay, Sajt)
-3 darkplaces protocol: add "GetPK3URLList" and "PK3URLListResponse" messages to allow a client to query a server for what pk3 archives to httpdownload before joining (Paul Gagnon)
-3 darkplaces protocol: add DP_ENT_COLORSHELL which puts a Q2-style colored shell on a model (Supajoe)
-3 darkplaces protocol: add a "box" effect controllable by QC somehow, for highlighting usable items (buttons and such) like in Red Faction, preferably with multiple colors supported (Mitchell)
-3 darkplaces protocol: allow sending of additional precaches during game, this needs to send a reliable message to all connected clients stating the new filename to load, and also to be sent to new connections (VorteX, Vermeulen)
-3 darkplaces protocol: make server send ping time to client for prediction
-3 darkplaces renderer: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz)
-3 darkplaces renderer: add a command to replace a texture in the running map, should only work in singleplayer; for testing only (Randi)
-3 darkplaces renderer: add antialiasing options (Zombie_13)
-3 darkplaces renderer: add stainmaps to realtime lighting mode
-3 darkplaces renderer: directional lighting from the q3bsp lightgrid should use diffuse and specular lighting if available (Vermeulen)
-3 darkplaces renderer: dpshaders (when supported) should have support for envmaps, and should support being lit by diffuse lighting as a fake gloss effect for normal mode (Vermeulen)
-3 darkplaces renderer: need to make a standalone minimod to test darkplaces rtlights code, which Diablo-D3 can throw at the ATI driver team to test with, 3D txtures with GL_CLAMP_TO_EDGE wrapping are broken (Diablo-D3)
-3 darkplaces renderer: skyroom needs to be added ("info_skyroom" entity sets view origin, scanned by client at load, and by server to send all entities in skyroom) (Sajt)
-3 darkplaces renderer: try two-cubemap approach to specular lighting math (Black)
-3 darkplaces server: add DP_GFX_QUAKE3MODELTAGS, DP_GFX_SKINFILES, and any other new extensions to the wiki
-3 darkplaces server: add a DP_SV_PUSHMOVE extension with a pushmove builtin that does basically what MOVETYPE_PUSH does, but with controllable end position, not time based (Zombie)
-3 darkplaces server: add traceboxwithcontents function (same as tracebox but adds the startcontents parameter) (LTH, Sajt, http://forums.inside3d.com/showflat.pl?Board=Engine&Number=909 )
-3 darkplaces server: call checkvelocity (to clear NaNs) every time velocity is set in physics, to fix frikbot (tell FrikaC)
-3 darkplaces server: delay unreliable effects into later packets if they could not send in this packet (romi)
-3 darkplaces server: finish DP_QC_BOTCLIENT extension docs and implement it (MauveBib, Supajoe)
-3 darkplaces server: hub save support, one file indicating active map, and then for each map it saves a quake savegame (Sajt)
-3 darkplaces server: make an event message queue for each client, so TE_ effects and sounds and can be stuffed into successive packets if they don't all fit at once, currently a large number of explosions at once are never sent because they don't fit in one size limited packet
-3 darkplaces sound: add snd_rate cvar and make it changable during game (RenegadeC)
-3 darkplaces sound: sound shaders; mindistance, maxdistance, list of sounds to choose from (Supa)
-3 dpmod: code a func_swinging entity which takes a starting angle and swing time and swings back and forth, each time reaching that angle, and swinging through '0 0 0' (Zombie)
-3 dpmod: code an alternate ending for shub being killed by normal weapons (scar3crow)
-3 dpmod: use FRIK_FILE extension to allow passing objects between levels, such as crates (NotoriousRay)
-3 dpmodel: add support for unnamed bones (Mitchell)
-3 dpmodel: fix dpmodel to compile v_HKmp5-sd (tell Riot)
-3 dpzoo.map: remote cameras (to demonstrate DP_CLIENTCAMERA, DP_EF_CLIENTLOCKANGLES, and precise angles)
-3 hmap2: add hlw support to qbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd)
-3 hmap2: add support for shadow casting bmodels (Urre, Arwing)
-3 hmap2: add tga support to qbsp (load base texture and _glow/_luma)
-4 darkplaces cleanup: use the memory pool nesting feature ! (Black[,Vicious])
-4 darkplaces client: add decals on models (Urre)
-4 darkplaces client: add qw protocol support (making darkplaces work as a qwcl client) (tell Fuh)
-4 darkplaces client: figure out why intermission camera pitch changes after a moment (Tomaz)
-4 darkplaces console: add setlock command which marks a cvar as locked, and sends it over network to connected clients as a setlock command, the clients will not allow the user to modify the cvars while locked (and will only accept setlock commands over the network), and cvars are unlocked when level ends - the server will send the locks again on next level (VorteX)
-4 darkplaces csqc: add builtin to clientside qc for reading triangles of model meshes (useful to orient a ui along a triangle of a model mesh)
-4 darkplaces csqc: add builtins to clientside qc for gl calls
-4 darkplaces loader: add SKM model support (Vermeulen)
-4 darkplaces loader: load .map file if present to get collision brushes for q1bsp (Transfusion)
-4 darkplaces networking: use getaddrinfo to support ipv6, add support for winsock2 (or require it), check if winsock2 has ipv6 functions (getaddrinfo)... (|Rain|)
-4 darkplaces physics: rotating MOVETYPE_PUSH code calls blocked when it's just a touch, it isn't even trying to push (Sajt)
-4 darkplaces protocol: add capability for qc entities to act as bones in a model, and send them as compressed origins in the parent entity's updates, with perhaps a limit of 16 bones, this would allow some simple serverside ragdoll (Mitchell, Deej)
-4 darkplaces protocol: multianimation support using multiple .frame fields on the entities for model formats with multianim capability such as SKM (Vermeulen)
-4 darkplaces renderer: add _reflect textures which filter use of skybox as a cubemap reflection (FrikaC)
-4 darkplaces renderer: add cubemap light filter texture culling based on how much of the cubemap is used somehow (Vermeulen)
-4 darkplaces server: add DP_QC_MODELINFO extension to allow QC to ask about the range of frames owned by an animation base name, and other things like how many skins it has (Vermeulen, Supajoe)
-4 darkplaces sound: rewrite sound system! (FrikaC, Static_Fiend, Sajt)
-4 dpzoo.map: a drivable vehicle (using same technique as remote cameras, plus DP_SV_READCLIENTINPUT)
-4 hmap2: add hint brushes (HINT texture)
-5 darkplaces client: add a "edictedit" command to open up a dialog to edit an edict (allow multiple dialogs to be open at once)
-5 darkplaces client: add qc debugger, which would have its own very simple fullscreen console, this would be called directly from the qc interpreter, not from client (painQuin)
-5 darkplaces renderer: add ALIASSKIN_NOCULLFACE and ALIASSKIN_SORTTRIANGLES flags, and figure out how to activate them somehow (FrikaC)
-5 darkplaces renderer: add dpshader support
-5 darkplaces renderer: add some kind of sun flare support, possibly stored in a dpshader (CheapAlert)
-5 darkplaces renderer: do a minimap that works by simply using nearclip to sheer off anything above the eye, and draws anything below normally, or via a cvar as height coloring (Supajoe)
-5 darkplaces renderer: lightshader files (probably loaded by the cubemap field already present in rtlights handling), these would indicate what attenuation textures to use for the light, what cubemap filter, which corona texture and size and so on, and all textures can be animated (romi, Urre)
-5 darkplaces server: split server into a separate thread when running listen mode so that a host running too slow won't spoil the game (Toddd)
-5 dpzoo.map: make some things that make the player bigger/smaller to demonstrate scaling and better viewheight handling and brush collisions (depends on brush collisions)
-5 hmap2: fix tjunctions on leaky maps (Sajt)
-6 darkplaces client: add a "edit" command that can edit text files (I.E. .qc and progs.src) using a dialog window (allow multiple), and then add a "frikqcc" command to run it on the current mod (if it's in the command path at least)
-6 darkplaces renderer: add HalfLife2 style water rendering (Mitchell, Stribbs, Jimmy Freestone)
-6 darkplaces renderer: add cubemap reflections like UT2003 somehow (perhaps entities would define the reflection maps for rooms, and a water entity would take care of the rest?) (TEU, Nexuiz, Sajt)
-6 darkplaces renderer: figure out an LOD scheme for really large outdoor environments (Uffe, Sajt)
-7 darkplaces csqc: add clientside quakec (KrimZon, FrikaC, Sajt)
-7 darkplaces protocol,renderer: add DP_EF_REFRACT which turns an entity into a refraction effect similar to doom3 shockwave/heathaze (Supajoe, Sajt)
-7 darkplaces renderer: make it work on Savage4 again (Ender)
-7 darkplaces renderer: mirrors (Sajt)
-7 darkplaces renderer: shadow volume clipping (romi)
+1 bug darkplaces input: fix stuck buttons during a level change (mercury82, tkimmet@ezworks.net) (further note: this is from the console becoming active temporarily and catching the key release when the player lets go during the loading stage, make it possible to release a button that was pressed before the console was activated, or make it execute -commands for all pressed binds when level starts)
+1 bug darkplaces renderer: add r_shadow_light_polygonoffset and r_shadow_light_polygonfactor variables to work around multitexture depth issues on TNT cards (Urre)
+1 bug darkplaces server: add DP_QC_ENDFRAME extension/documentation and post it on wiki (tell Uffe, Sajt)
+1 bug darkplaces server: decide on an extension name for .ent loading and report it, also document in dpextensions (FrikaC, Gleeb, wiki)
+1 bug hmap: qbsp dies from runaway allocations if a duplicate plane is found on a brush (Tomaz)
+1 change darkplaces client: add some particles to teleportsplash (Uffe)
+1 cleanup darkplaces loader: add palette conversion capabilities to Image_CopyMux
+1 cleanup darkplaces renderer: make Host_Error call error reset functions on renderer subsystems? (models are already flushed)
+1 feature darkplaces client: add cl_particles_blood_color_r and g and b cvars to control blood color (Asaki)
+1 feature darkplaces client: change sort key in server browser using left/right arrows
+1 feature darkplaces docs: fix lots of bugs and then retitle the website to get more publicity: DarkPlaces: Re-live Quake again...
+1 feature darkplaces input: finish porting Quake2 keyboard stuff (Rick, FrikaC)
+1 feature darkplaces menu: add in_bindmap support to bind menu; a selector for which bindmap is actively being shown and bound in the menu, and add bind entries for some bindmap commands (sajt)
+1 feature darkplaces protocol: add "sendcvar <cvarname>" command which executes on clients and forwards a "sentcvar <cvarname> <cvarvalue>" to the server, which the qc can catch (Urre)
+1 feature darkplaces protocol: add DP_EF_CLIENTLOCKANGLES extension (prevents client from turning view, takes angles from entity) (Wazat for Battlemech, Sajt)
+1 feature darkplaces protocol: add DP_SV_CLIENTFLASHPIC extension: a function void svc_clientflashpic(entity cl, float alpha, float fadetime, string picname), to flash a pic in the center of the client's screen, useful for 'Double Kill' awards and such (Tomaz)
+1 feature darkplaces protocol: add DP_SV_READCLIENTINPUT extension (.vector clientinput; works like .movement but for mouse or any other similar controllers) (Wazat for Battlemech, FrikaC, Sajt, Urre)
+1 feature darkplaces protocol: add a .modelflags variable which if non-zero overrides model flags - note, LordHavoc would prefer just adding more EF_ values (Arwing, frightfan)
+1 feature darkplaces renderer: check out QMB lightning and lava effects (jeremy janzen)
+1 feature darkplaces renderer: make r_fogsky cvar to control how much fog is rendered infront of the sky (Deej, C0burn, Sajt)
+1 feature darkplaces server: add DP_CLIENTCAMERA extension (.entity clientcamera; sets which entity the client views from) (Wazat for Battlemech, Sajt, [TACO])
+1 feature darkplaces server: add EndGame function (called on server shutdown or level change) (Sajt, Vermeulen)
+1 feature darkplaces server: add a string function that returns a character value from a string, mainly for csqc printing its own text (Sajt)
+1 feature darkplaces server: add contents reporting to qc somehow when traceline does model tracing and hits the model
+1 feature darkplaces server: add gettimestamp builtin (returns a string) for logging purposes (Sajt)
+1 feature darkplaces server: add md3 mesh name reporting to qc somehow when traceline does model tracing and hits the model
+1 feature darkplaces video: add r_displayrefresh cvar for windows video refresh settings (Willis, Judas Judas)
+1 feature darkplaces video: add widescreen mode support, with 3 lists of resolutions in the menu based on aspect ratio setting, using this list http://www.deathmask.net/misc/widescreen.txt and figure out how to bias the fov based on aspect (Willis)
+1 feature dpmod: add a Treasure Hunt mode (inspired by preview of Will Rock) - a team wins when they hold all the artifacts
+1 feature dpmod: add func_crate (NotoriousRay)
+1 feature dpmod: dm 7 monster spawns should occasionally be a crowd of Diablo2 style powered up monsters (Rick)
+1 feature dpmod: dm 7 monster spawns should occasionally fail in a shower of gibs (Rick)
+1 feature dpmod: dm 7 super monsters should glow and have a name which shows up when in crosshairs (Rick)
+1 feature dpmod: dm 7 super scrag should fire spiral acid (Rick)
+1 feature dpmod: make a skill 4 mode where monsters are nearly invisible (alpha 0.2?) except when attacking or in pain
+1 feature dpmod: make ogres start up their chainsaw when first seeing an enemy (scar3crow)
+1 feature hmap2: add .mip loading support
+1 feature lhfire: add percentage and estimated time reporting to console output (daniel_hansson@telia.com)
+1 feature lhfire: get lhfire_gui build from Tomaz.
+1 feature lhfire: post lhfire_gui build.
+1 feature lhfire: prepare example scripts for release.
+2 bug darkplaces collision: bmodel bounding boxes need to be calculated to account for clip brushes, which are not in the drawing hull (metlslime)
+2 bug darkplaces collision: modify Collision_ClipTrace_Line_Sphere to have a slight backoff on impact, like all other collision functions (tell TheBurningRed)
+2 bug darkplaces collision: use larger of model box or collision box for linking into areagrid so that bullet tracing can use the model bounding box instead of the collision one? (Urre)
+2 bug darkplaces console: figure out how to prevent "alias a a" - infinite loop when executed, this should be detected when executing it (Vicious)
+2 bug darkplaces console: review the whole set of console commands and cvars carefully and identify interactions, known interactions include sequences such as +sv_cheats 1 +map e1m1, or +maxplayers 8 +deathmatch 7 +map dpdm2, but for some reason this works with the cvar after the map command, and also if you do -window it does not affect the value saved to config, because the configs are executed again after the -window, perhaps it is not executing the commandline a second time? apparently also -dedicated without +map does not load a map automatically in transfusion (Wazat, Willis)
+2 bug darkplaces loader: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert)
+2 bug darkplaces renderer: fix fogging in realtime lighting mode, need to split the shaders into two stages, this will also fix decal bugs with fog (Mitchell)
+2 bug darkplaces renderer: make light checks use rtlights if in r_shadow_realtime_world 1 mode for consistency reasons on transparent models and such, as well as particles (romi)
+2 bug darkplaces renderer: transparent surfaces are not being lit by rtlights (Vermeulen)
+2 bug darkplaces testing: make sure Zerstoerer works (Chris Kemp, Kaotic))
+2 cleanup darkplaces console: add cvar callbacks and make net cvars have callbacks
+2 cleanup darkplaces console: make commandline parsing use COM_ParseToken.
+2 cleanup darkplaces console: make sure the engine uses only the first 32 special chars, so the high set can be replaced, this means player messages should not be shifted up, and the 'shift down' printing in dedicated server consoles should be removed, etc (Urre)
+2 cleanup darkplaces filesystem: add fs_datapath and fs_userpath cvars to better support Linux, this can be done by making each gamedir add both the basepath and userpath variants of the gamedir, and making sure the userpath one is last so it is used for writing (Mercury)
+2 cleanup darkplaces memory: memory pools should be able to be nested multiple levels (Vic)
+2 cleanup darkplaces menuvm: change menu qc key input to using string key names instead of numbers (the bind alias names should be able to do this) (Mercury, Black, Vermeulen)
+2 feature darkplaces client: 'status' command player ip logging by nickname (sublim3)
+2 feature darkplaces client: add a net_graph cvar which would show incoming and outgoing packet ping times, packet sizes, dropped packets, etc (avirox)
+2 feature darkplaces client: add cl_censor cvar which would replace 'swearing' with humorous messages (Deej)
+2 feature darkplaces client: add support for stereo shutter glasses
+2 feature darkplaces client: cl_particles_maximum cvar (default 32768) which would change number of particles allowed at once (TheBeast)
+2 feature darkplaces client: decal clipping (romi, Sajt)
+2 feature darkplaces client: make CL_Video use TEXF_FRAGMENT again by adding general, transparent support for it in all drawqueue functions (so you dont need to call FragmentLocation) (Black)
+2 feature darkplaces console: add a "maps" command which takes the list from "dir maps/*.bsp" and prints the actual names of all the levels according to their worldspawn.message keys (RPG)
+2 feature darkplaces console: expand parameters such as $cvar to use the value of the cvar, DP_CON_EXPANDCVAR (up2nogood)
+2 feature darkplaces console: make aliases given parameters insert the parameters in place of $1, $2, $* macros in the alias string, add this as DP_CON_ALIASPARAMETERS (up2nogood)
+2 feature darkplaces image: add scaling capabilities to Image_CopyMux
+2 feature darkplaces loader: add support for fuhquake naming of map textures (textures/start/quake.tga style)
+2 feature darkplaces menu: implement menu_clearkeyconfig and menu_keyconfig and the corresponding menu (diGGer)
+2 feature darkplaces physics: DP_SV_QCPHYSICS extension, calls SV_PhysicsQC function, which replaces the entire SV_Physics C function, calling all thinks and physics and everything (Urre, Sajt)
+2 feature darkplaces protocol: add effects.txt file which would describe a bunch of numbered effects usable with a .effectindex field on entities, these would range from point effects, to continuous emitters, to beams with jitter and other properties, each effect would have various info like dlight and particle spawning and beam rendering (CheapAlert, Supa, FrikaC, [TACO], Sajt, Urre, Vermeulen)
+2 feature darkplaces protocol: add rcon_password system similar to quakeworld server
+2 feature darkplaces protocol: svc_spawnstatic should use a delta from defaultstate, instead of its outdated custom protocol (Spike)
+2 feature darkplaces release: add KDE/gnome icons somehow using darkplaces72x72.png (de-we)
+2 feature darkplaces renderer: dpshader should support corona-model shaders somehow (equation: pow(normalizationcubemap(transform(eye, vertexmatrix)) dot3 '0 0 1', 8)), which are normally used around unusually shaped lights instead of flat coronas (Mitchell)
+2 feature darkplaces renderer: use occlusion query extension (if supported) for testing corona visibility instead of traceline - curve collisions are dragging down corona performance in some maps (Vermeulen, Riot)
+2 feature darkplaces server: add DP_SV_COLLISIONCONTENTMASK extension (Urre, Spike)
+2 feature darkplaces server: add EXT_BITSHIFT extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
+2 feature darkplaces server: add EXT_DIMENSION_GHOST extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
+2 feature darkplaces server: add EXT_DIMENSION_HITMODEL extension (Urre, Spike)
+2 feature darkplaces server: add EXT_DIMENSION_PHYSICS extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
+2 feature darkplaces server: add EXT_DIMENSION_VISIBLE extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
+2 feature darkplaces server: make a DP_SV_PERCLIENTENTITYSEND extension which calls a .float customizeentityforclient() function for each client that may see the entity, the function returns TRUE if it should send, FALSE if it should not, and is fully capable of editing the entity's fields, this allows cloaked players to appear less transparent to their teammates, navigation markers to only show to their team, etc (Urre)
+2 feature darkplaces sound: add mapmusic command (<maps/mapname.bsp> <music/whatever.ogg> perhaps, with a blank music name it would simply remove the map from the list of overrides) to manipulate a list of per-map music overrides, mapmusic alone should print the list (Joseph Caporale, tell Static_Fiend)
+2 feature dpmod: write a readme for the menu progs code to get people started with it, and know what is and is not possible, what builtins do, etc (Urre)
+2 feature dpzoo.map: swinging doors
+2 feature hmap2: add "_minlight" "red green blue" and "_ambientlight" "red green blue" fields to worldspawn parsing (Harb)
+2 feature hmap2: add .hlwad and .hlw support to hqbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd, FrikaC)
+2 optimization darkplaces collision: do trace against patch bbox before testing triangles
+2 optimization darkplaces renderer: move skybox/skysphere render to after sky polygons, so that they can do a depth comparison to draw only on the sky polygons, using DepthRange(1,1) and DepthFunc(GL_GREATER), note though that portal renders will need half depth range (Mercury)
+3 bug darkplaces client: figure out why multimap demos are skipping the later portions, it's probably related to the time seeking, probably not being reset (Urre)
+3 bug darkplaces client: make "wait" command wait for next network frame somehow when connected, to make frikbot .way files load properly (Nexuiz, Transfusion, FrikaC)
+3 bug darkplaces collision: add edge bevels in collision code, by trying all crossproduct combinations of an edge with planes from the other brush, and choosing only the ones which are valid
+3 bug darkplaces compatibility: quakerally does not work, figure out why (Spike)
+3 bug darkplaces compatibility: targetquake does not work, figure out why
+3 bug darkplaces menu: find a way to prevent display of savegames from id1 in mods (WodahsEht)
+3 bug darkplaces renderer: add stainmaps to realtime lighting mode
+3 bug darkplaces server: call checkvelocity (to clear NaNs) every time velocity is set in physics, to fix frikbot (tell FrikaC)
+3 bug dpmodel: add support for unnamed bones (Mitchell)
+3 bug dpmodel: fix dpmodel to compile v_HKmp5-sd (tell Riot)
+3 cleanup darkplaces loader: make q1bsp surfaces have vertex color arrays like q3bsp to make things more consistent, note these need light styles
+3 cleanup darkplaces menu: rearrange menus - make Graphics Options submenu and move video and renderer stuff there, add Apply button to video section (tell Elric)
+3 feature darkplaces client: .loc support and other team messaging capabilities (sublim3)
+3 feature darkplaces client: add an httpdownload command which can download pk3 archives (Paul Gagnon)
+3 feature darkplaces client: add back cl_particles_lighting cvar and add back the particle lighting (romi)
+3 feature darkplaces client: add back r_waterripple (Vermeulen)
+3 feature darkplaces client: add clientside entity prediction similar to qw based on ping, and add cl_prediction and cl_prediction_lockping
+3 feature darkplaces client: add direct xvid recording using the xvid library (Error, Vermeulen)
+3 feature darkplaces client: mod browser (and ability to switch mods) (Sajt, mashakos)
+3 feature darkplaces docs: add short and long documentation string to each cvar/command (QorpsE)
+3 feature darkplaces docs: write a documentation string in engine, and a command to dump documentation to a darkplaces.txt file (QorpsE)
+3 feature darkplaces editlights: add a custom light style string to rtlights, if empty it uses a normal server controlled light style (Stribbs)
+3 feature darkplaces filesystem: add fs_reload command to allow restarting the filesystem module, this would mean that it could check for new paks and such (Mercury)
+3 feature darkplaces loader: add _color.tga support (realtime lighting would use this instead of the .tga for diffuse layer if available) (Urre)
+3 feature darkplaces loader: support dpm models (Vermeulen, Swifty)
+3 feature darkplaces loader: support md5mesh/md5anim model files (Supa, Kazashi, Swifty)
+3 feature darkplaces menu: add OpenGL Extensions menu to enable/disable various features (zombie_13)
+3 feature darkplaces physics: DP_SV_TRACEMOVE extension, adds a qc builtin which traces an entity through the world (using origin/angles/mins/maxs/velocity/avelocity) for a specified amount of time (frametime typically), and sets trace results accordingly, this would greatly help out QC physics (Urre)
+3 feature darkplaces physics: add DP_SV_CRATEPHYSICS (NotoriousRay, Sajt)
+3 feature darkplaces protocol: add "GetPK3URLList" and "PK3URLListResponse" messages to allow a client to query a server for what pk3 archives to httpdownload before joining (Paul Gagnon)
+3 feature darkplaces protocol: add DP_ENT_COLORSHELL which puts a Q2-style colored shell on a model (Supajoe)
+3 feature darkplaces protocol: add a "box" effect controllable by QC somehow, for highlighting usable items (buttons and such) like in Red Faction, preferably with multiple colors supported (Mitchell)
+3 feature darkplaces protocol: make server send ping time to client for prediction
+3 feature darkplaces renderer: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz)
+3 feature darkplaces renderer: add a command to replace a texture in the running map, should only work in singleplayer; for testing only (Randi)
+3 feature darkplaces renderer: add antialiasing options (Zombie_13)
+3 feature darkplaces renderer: directional lighting from the q3bsp lightgrid should use diffuse and specular lighting if available (Vermeulen)
+3 feature darkplaces renderer: dpshaders (when supported) should have support for envmaps, and should support being lit by diffuse lighting as a fake gloss effect for normal mode (Vermeulen)
+3 feature darkplaces renderer: need to make a standalone minimod to test darkplaces rtlights code, which Diablo-D3 can throw at the ATI driver team to test with, 3D txtures with GL_CLAMP_TO_EDGE wrapping are broken (Diablo-D3)
+3 feature darkplaces renderer: skyroom needs to be added ("info_skyroom" entity sets view origin, scanned by client at load, and by server to send all entities in skyroom) (Sajt)
+3 feature darkplaces renderer: try two-cubemap approach to specular lighting math on GF3 path (Black)
+3 feature darkplaces server: add DP_GFX_QUAKE3MODELTAGS, DP_GFX_SKINFILES, and any other new extensions to the wiki (wiki)
+3 feature darkplaces server: add a DP_SV_PUSHMOVE extension with a pushmove builtin that does basically what MOVETYPE_PUSH does, but with controllable end position, not time based (Zombie)
+3 feature darkplaces server: add traceboxwithcontents function (same as tracebox but adds the startcontents parameter) (LTH, Sajt, http://forums.inside3d.com/showflat.pl?Board=Engine&Number=909 )
+3 feature darkplaces server: hub save support, one file indicating active map, and then for each map it saves a quake savegame (Sajt)
+3 feature darkplaces server: make an event message queue for each client, so TE_ effects and sounds and can be stuffed into successive packets if they don't all fit at once, currently a large number of explosions at once are never sent because they don't fit in one size limited packet (romi)
+3 feature darkplaces sound: add snd_rate cvar and make it changable during game (RenegadeC)
+3 feature darkplaces sound: sound shaders; mindistance, maxdistance, list of sounds to choose from (Supa)
+3 feature dpmod: code a func_swinging entity which takes a starting angle and swing time and swings back and forth, each time reaching that angle, and swinging through '0 0 0' (Zombie)
+3 feature dpmod: code an alternate ending for shub being killed by normal weapons (scar3crow)
+3 feature dpmod: use FRIK_FILE extension to allow passing objects between levels, such as crates (NotoriousRay)
+3 feature dpzoo.map: remote cameras (to demonstrate DP_CLIENTCAMERA, DP_EF_CLIENTLOCKANGLES, and precise angles)
+3 feature hmap2: add support for shadow casting bmodels (Urre, Arwing)
+3 feature hmap2: add tga support to qbsp (load base texture and _glow/_luma)
+3 optimization darkplaces client: make a new caching system with handles (which can be purged) and give every entity a cache handle to a model instance, which contains cache handles for each mesh/array
+4 bug darkplaces client: figure out why intermission camera pitch changes after a moment (Tomaz)
+4 bug darkplaces networking: use getaddrinfo to support ipv6, add support for winsock2 (or require it), check if winsock2 has ipv6 functions (getaddrinfo)... (|Rain|)
+4 bug darkplaces physics: rotating MOVETYPE_PUSH code calls blocked when it's just a touch, it isn't even trying to push (Sajt)
+4 cleanup darkplaces memory: use the memory pool nesting feature ! (Black[,Vicious])
+4 feature darkplaces client: add decals on models (Urre)
+4 feature darkplaces client: add qw protocol support (making darkplaces work as a qwcl client) (Amish, Fuh)
+4 feature darkplaces client: proquake secure protocol support for playing on proquake servers (sublim3)
+4 feature darkplaces console: add setlock command which marks a cvar as locked, and sends it over network to connected clients as a setlock command, the clients will not allow the user to modify the cvars while locked (and will only accept setlock commands over the network), and cvars are unlocked when level ends - the server will send the locks again on next level (VorteX)
+4 feature darkplaces csqc: add builtin to clientside qc for reading triangles of model meshes (useful to orient a ui along a triangle of a model mesh)
+4 feature darkplaces csqc: add builtins to clientside qc for gl calls
+4 feature darkplaces loader: add SKM model support (Vermeulen, Vic)
+4 feature darkplaces loader: load .map file if present to get collision brushes for q1bsp (Transfusion)
+4 feature darkplaces protocol: add capability for qc entities to act as bones in a model, and send them as compressed origins in the parent entity's updates, with perhaps a limit of 16 bones, this would allow some simple serverside ragdoll (Mitchell, Deej)
+4 feature darkplaces protocol: multianimation support using multiple .frame fields on the entities for model formats with multianim capability such as SKM (Vermeulen)
+4 feature darkplaces renderer: add _reflect textures which filter use of skybox as a cubemap reflection (FrikaC)
+4 feature darkplaces server: add DP_QC_MODELINFO extension to allow QC to ask about the range of frames owned by an animation base name, and other things like how many skins it has (Vermeulen, Supajoe)
+4 feature darkplaces sound: rewrite sound system! (FrikaC, Static_Fiend, Sajt)
+4 feature dpzoo.map: a drivable vehicle (using same technique as remote cameras, plus DP_SV_READCLIENTINPUT)
+4 feature hmap2: add hint brushes (HINT texture)
+4 optimization darkplaces renderer: add cubemap light filter texture culling based on how much of the cubemap is used somehow (Vermeulen)
+5 feature darkplaces client: add a "edictedit" command to open up a dialog to edit an edict (allow multiple dialogs to be open at once)
+5 feature darkplaces client: add qc debugger, which would have its own very simple fullscreen console, this would be called directly from the qc interpreter, not from client (painQuin)
+5 feature darkplaces renderer: add ALIASSKIN_NOCULLFACE and ALIASSKIN_SORTTRIANGLES flags, and figure out how to activate them somehow (FrikaC)
+5 feature darkplaces renderer: add dpshader support
+5 feature darkplaces renderer: add some kind of sun flare support, possibly stored in a dpshader (CheapAlert)
+5 feature darkplaces renderer: do a minimap that works by simply using nearclip to sheer off anything above the eye, and draws anything below normally, or via a cvar as height coloring (Supajoe)
+5 feature darkplaces renderer: lightshader files (probably loaded by the cubemap field already present in rtlights handling), these would indicate what attenuation textures to use for the light, what cubemap filter, which corona texture and size and so on, and all textures can be animated (romi, Urre)
+5 feature darkplaces server: split server into a separate thread when running listen mode so that a host running too slow won't spoil the game (Toddd)
+5 feature dpzoo.map: make some things that make the player bigger/smaller to demonstrate scaling and better viewheight handling and brush collisions (depends on brush collisions)
+5 feature hmap2: fix tjunctions on leaky maps (Sajt)
+6 feature darkplaces client: add a "edit" command that can edit text files (I.E. .qc and progs.src) using a dialog window (allow multiple), and then add a "frikqcc" command to run it on the current mod (if it's in the command path at least)
+6 feature darkplaces renderer: add HalfLife2 style water rendering (Mitchell, Stribbs, Jimmy Freestone)
+6 feature darkplaces renderer: add cubemap reflections like UT2003 somehow (perhaps entities would define the reflection maps for rooms, and a water entity would take care of the rest?) (TEU, Nexuiz, Sajt)
+6 feature darkplaces renderer: figure out an LOD scheme for really large outdoor environments (Uffe, Sajt)
+7 feature darkplaces csqc: add clientside quakec (KrimZon, FrikaC, Sajt)
+7 feature darkplaces protocol,renderer: add DP_EF_REFRACT which turns an entity into a refraction effect similar to doom3 shockwave/heathaze (Supajoe, Sajt)
+7 feature darkplaces renderer: make it work on Savage4 again (Ender)
+7 feature darkplaces renderer: mirrors (Sajt)
+7 feature darkplaces renderer: shadow volume clipping (romi)
+d (VorteX) feature darkplaces protocol: allow sending of additional precaches during game, this needs to send a reliable message to all connected clients stating the new filename to load, and also to be sent to new connections (VorteX, Vermeulen)
+d bug darkplaces collision: check Urre's sltest.bsp and slopestuck.dem and fix the sticking bug, which only happens with sv_newflymove 1 (Urre)
+d bug darkplaces makefile: build nexuiz.exe using nexuiz.rc (Vermeulen)
+d bug darkplaces renderer: fix rtlighting of viewmodel, it should not be performing lighting on a model outside the light radius (LordHavoc)
+d bug darkplaces renderer: shadow volumes from q3bsp brush models are broken, maybe inverted or something (Vermeulen)
+d cleanup darkplaces loader: merge msurface_t/q3mface_t, mleaf_t/q3mleaf_t, and mnode_t/q3mnode_t