0 bug darkplaces client: cl_movement 0 shouldn't be doing an input replay (SavageX)
0 bug darkplaces client: fix cl_bobmodel bug which momentarily jolts the gun when you pass through a trigger, pick up an item, etc, Sajt thinks this is related to console prints as well as centerprint (Sajt)
0 bug darkplaces client: prydon cursor highlighting of EF_SELECTABLE entities flickers with lower server framerate than client framerate (carni)
+0 bug darkplaces csqc: after the drawqueue was eliminated, the CSQC probably can't draw 2D polygons the same way, so it may need fixing ([515])
0 bug darkplaces csqc: engine-based rocket entities have a trail but they don't glow if csqc is used
0 bug darkplaces loader: make rtlight entity loader support q3map/q3map2 lights properly, they use a spawnflag for LINEAR mode, by default they use 1/(x*x) falloff (Carni, motorsep)
0 bug darkplaces loader: occasional crash due to memory corruption when doing "deathmatch 1;map start" during demo loop (Willis)
+0 bug darkplaces renderer: glsl lighting path is not using GL_SRC_ALPHA, GL_ONE
+0 bug darkplaces renderer: in full rtlighting mode, deluxemapping gloss still shows up (the diffuse and ambient does not)
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_glsl 1 mode has black grapple beam in nexuiz (SavageX)
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 change darkplaces renderer: rename r_drawportals to r_showportals, and move its declaration to gl_rmain.c
0 change darkplaces server: make viewmodel code precache a new model and set it, rather than changing the meaning of the player model
0 change darkplaces server: support sys_ticrate 0 as variable framerate mode
+0 change dpmod: stop using playernogun/playergun models, go back to ordinary player.mdl, this saves a bit of memory
0 change zmodel: include the example script in the build zips, not just in the files directory
0 cleanup darkplaces cleanup: remove cgame* files and any references
0 cleanup darkplaces cleanup: remove ui.* files and any references