--d (Urre) 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)
--d (Urre) bug darkplaces server: dropclient() is not calling ClientDisconnect on bots during the first level they exist in, it is called on later levels (Urre)
--d (Urre) 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)
--d (Urre, Supa, Wazat, SavageX, Vermeulen, Spike) feature darkplaces server: make a DP_SV_CUSTOMIZEENTITYFORCLIENT 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, Supa, Wazat, SavageX, Vermeulen, Spike)
--d (Vermeulen) 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)
--d (Vermeulen) 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)
+-d (Urre) feature darkplaces sound: add a snd_soundradius cvar, default 1000 (Urre)
+-d (Vermeulen) bug darkplaces loader: nexuiz loading a level often loops part of the map's music during loading, this is probably an extra Host_Frame being executed during loading, where it shouldn't be (Vermeulen)