3 feature darkplaces renderer: try to achieve perfect transparency sorting by encoding them as a BSP tree to cause all to be split by eachothers' planes, or at least try recursively splitting each one by all of the previous accepted transparent polygons, the BSP encode method is still probably too slow to use but is worth trying, and the other method is even slower (Kazashi)
3 feature darkplaces renderer: try two-cubemap approach to specular lighting math on GF3 path (Black)
3 feature darkplaces sdl: make and submit a patch to add vsync control to libSDL
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 renderer: try to achieve perfect transparency sorting by encoding them as a BSP tree to cause all to be split by eachothers' planes, or at least try recursively splitting each one by all of the previous accepted transparent polygons, the BSP encode method is still probably too slow to use but is worth trying, and the other method is even slower (Kazashi)
3 feature darkplaces renderer: try two-cubemap approach to specular lighting math on GF3 path (Black)
3 feature darkplaces sdl: make and submit a patch to add vsync control to libSDL
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)