-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: GAME_NEXUIZ: view sometimes stuck on its side while playing (update: this is not related to cl.viewangles, it's something else): http://www.digitalfunk.org/brewdles/Nexuiz/nexuiz000001.jpg (Brewdles)
-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: 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: bounds check function statement values to prevent qc from jumping to arbitrary memory (Spike)
-0 bug darkplaces renderer or server: EF_NODEPTHTEST sometimes disappears when not in pvs (Urre)
-0 bug darkplaces renderer/server: scaled sprites (or possibly all models) are getting culled as if they were not scaled (KrimZon)
-0 bug darkplaces renderer: Morphed's colormapping experiments in nexuiz show a difference in gloss color with GLSL vs dot3 path, http://img494.imageshack.us/img494/8745/nexuiz0000258lf.jpg http://www.nexuiz.com/forums/index.php?showtopic=1531 - and apparently it looks right or wrong depending on view point, suddenly switching (Morphed)
-0 bug darkplaces renderer: VP oriented sprites are not using the left/right vectors correctly as demonstrated in dpspbug.avi (Cheapy)
-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: gl_max_size is affecting bloom (causing a black screen when gl_max_size is less than the screen dimensions) (Willis)
-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)