-d darkplaces sound: dsound broken, needs to be managed as part of video system (jeremy janzen)
-d darkplaces: add ogg music playback using optional library after adding wav music playback (-Joseph Caporale, Static_Fiend, Akuma)
-d darkplaces: add wav music playback (-Joseph Caporale, Static_Fiend)
+-d dpmod: add rotfish to spawnmonsters code (only spawn if they land in water) (Zombie)
-d dpmod: make grapple off-hand (joe hill)
-d dpmod: make grunts reload less often, like every 10 shotgun shells (scar3crow)
--d dpmod: modify anglemod to be able to recover from extremely large angles numbers (Zombie13)
-f darkplaces client: fix view blends slightly lingering as time goes on, they should go away completely (Cruaich)
--f darkplaces server: add an extension to indicate that MOVETYPE_WALK works on non-clients (tell FrikaC)
-f darkplaces testing: figure out a workaround for broken gcc optimizers on BoxOnPlaneSide? (Diablo-D3)
-f darkplaces: add crude DML model loading with animation list (ask Riot for dml library) (Mitchell)
-f darkplaces: crashes on radeon in rare situations that seem to occur in dpmod dm 7 mode? (Option42)
0 darkplaces sound: the new sound engine should have a cvar for random variations of pitch on sounds like in doom (RenegadeC)
0 darkplaces video: add vid_vsync cvar and also to options menu (metlslime)
0 dpmod: add a "monsterwander" cvar and default it off, this would enable the spawnwanderpath code (Zombie13)
-0 dpmod: add back nails in walls, even if only in singleplayer (Zenex)
-0 dpmod: add combo kill detection; rapid burst of kills (Sajt)
0 dpmod: add flame thrower enforcers back (scar3crow)
0 dpmod: add flame thrower weapon, and make its altfire drop a canister of fuel (10 fuel units?), which can be ignited to set off as a bomb about the size of a rocket blast, plus some fireballs raining down (scar3crow)
-0 dpmod: add killing spree reporting; how many kills since spawn when you die, as well as announcing when you hit certain numbers of kills (Sajt)
0 dpmod: add q3bsp teleport target entity
-0 dpmod: add rotfish to spawnmonsters code (only spawn if they land in water) (Zombie)
0 dpmod: crash when dog attacks you in dpdm2 deathmatch 7 with bots present (Zombie13)
0 dpmod: figure out why the dbsg isn't selectable in deathmatch 7 mode
0 dpmod: find a way to make deathmatch 7 get more difficult as kills increase? (Zombie13)
1 darkplaces server: add md3 mesh name reporting to qc somehow when traceline does model tracing and hits the model
1 darkplaces server: change host_minfps to not lie about the time but instead control how many times SV_Physics runs per network frame, so if rendering goes slow the game doesn't slow down
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)
+1 darkplaces video: add r_displayrefresh cvar for windows video refresh settings (Willis, Judas Judas)
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: 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.
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 a sound unloader of some sort, to allow music and other one-level stuff to be unloaded
3 darkplaces sound: add snd_rate cvar and make it changable during game (RenegadeC)
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)
d dpmaster: add a commandline option to dpmaster that remaps a server ip to another ip, so LordHavoc can make his server show up on his dpmaster
d dpmaster: rename 'interface' variable so it compiles in MSVC, interface is a compiler keyword (Vic)
d dpmod: add back charge-up on plasma rifle alt-fire and increase the max charge to 50 cells
+d dpmod: add back nails in walls, even if only in singleplayer (Zenex)
d dpmod: add back tarbaby gibs (scar3crow)
+d dpmod: add combo kill detection; rapid burst of kills (Sajt)
d dpmod: add frags for killing monsters in dpmod (scar3crow)
+d dpmod: add killing spree reporting; how many kills since spawn when you die, as well as announcing when you hit certain numbers of kills (Sajt)
d dpmod: add support for info_player_deathmatch in singleplayer for q3 compatibility (Static_Fiend)
d dpmod: add target_position entity for a touch of q3 compatibility on jumppads (Static_Fiend)
d dpmod: apparently can't fire in start.bsp? (scar3crow)
d dpmod: make tarbabies easier to kill? (Sajt)
d dpmod: make tarbabies explode larger (Sajt)
d dpmod: make the in-wall spikeballs only appear in developer 1 mode (Tomaz)
+d dpmod: modify anglemod to be able to recover from extremely large angles numbers (Zombie13)
d dpmod: post new dpmod build.
d dpmod: switch to new Tomaz weapon models
d dpmod: use Tomaz's ammo box models (Tomaz)
f darkplaces physics: walking backward toward the cage in e4m2, it's 'sticky' (MoALTz)
f darkplaces protocol: add EF_PARTICLESPAWNER extension (FrikaC, [TACO])
f darkplaces server: Mem_Alloc crash when entities are spawning, sv_main line 1760 (VorteX)
+f darkplaces server: add an extension to indicate that MOVETYPE_WALK works on non-clients (tell FrikaC)
f darkplaces server: add automatic binding to whatever address the machine's hostname resolves to (in addition to 0.0.0.0); see original quake code for examples (yummyluv)
f darkplaces testing: figure out BoxOnPlaneSide crash that happens in dpmod dpdm2 deathmatch 7 occasionally
f darkplaces: add DP_EF_PRECISEANGLES extension (sends short angles instead of byte), failed because network protocol was upgraded by default (Wazat for Battlemech, FrikaC, mashakos, RenegadeC, Sajt)