-- todo: difficulty ratings are: 0 = trivial, 1 = easy, 2 = easy-moderate, 3 = moderate, 4 = moderate-hard, 5 = hard, 6 = hard++, 7 = nightmare, d = done, -n = done but have not notified the people who asked for it, f = failed
--n darkplaces: GAME_FNIGGIUM: "data" directory (not "id1" at all)
--n darkplaces: GAME_FNIGGIUM: 22050/44100 khz sound default
--n darkplaces: GAME_FNIGGIUM: minimum resolution: 640x480
--n darkplaces: add PF_copyentity error checking for copying to world (yummyluv)
--n darkplaces: add airborn blood images to the particlefont which would look like a cloud of droplets (Vermeulen)
--n darkplaces: add bullet hole decals to the particlefont (Vermeulen)
--n darkplaces: add cl_particles_quality cvar (1-10) which would scale count of particles and inversely scale alpha of particles (TheBeast)
--n darkplaces: add error messages to LHNET_OpenSocket_Connectionless or its callers (Zombie13)
--n darkplaces: add gl_texture_anisotropy to menu (Static_Fiend)
--n darkplaces: add slowmo to options menu (Cristian Beltramo)
--n darkplaces: add stats to slist menu displaying how many masters/servers have been queried and replied (tell yummyluv)
--n darkplaces: check out qe1 textures and make sure they load in all the e1 maps, report of crashing in most but not all maps (Linny Amore)
--n darkplaces: default to sv_cullentities_pvs mode again... trace is too slow in q3bsp and unreliable by nature anyway
--n darkplaces: display "No servers found" instead of a cursor when there are none (yummyluv)
--n darkplaces: don't accept connect packets after first one (tell Willis)
--n darkplaces: examine the surface rendering code to make sure it has no bugs regarding texture selection for any of the passes (sublim3)
--n darkplaces: figure out random crashes on map changes (Uffe, QorpsE)
--n darkplaces: figure out what's wrong with ctrl key in Linux, hitting character keys tends to do nothing, and holding a character key and then hitting ctrl tends to leave the character key stuck on, this sounds like a window manager issue, but somehow quake3 works around it (Baalz)
--n darkplaces: figure out why -sndspeed 22050, 44100 and 16000 are choppy in windows? (cheapalert)
--n darkplaces: fix a crash when changing level while using qe1 textures (Todd)
--n darkplaces: fix intermission failing to move view to intermission camera (romi, Zombie_13)
--n darkplaces: fix r_shadow_portallight 1 (default) mode (Vermeulen)
--n darkplaces: fix skybox geometry (SeienAbunae)
--n darkplaces: identify weird lightmap texturing bug on TNT cards - goes away in r_textureunits 1 (NotoriousRay, Uffe)
--n darkplaces: make DP_EF_FULLBRIGHT extension (FrikaC)
--n darkplaces: make the WriteEntitiesToClient code call TraceBox directly instead of SV_Move because checking all the entities is far too slow in helm18 (banshee21)
--n darkplaces: make the reply receive code drop packets from servers not in the list (Willis)
--n darkplaces: net_slist and the server browser should show servers when they are queried, not just when they reply; which would replace the matching entry (yummyluv)
--n darkplaces: net_slist should print out "No network." if networking is not initialized (yummyluv)
--n darkplaces: noclipping out the ceiling of q3dm17 crashes (Static_Fiend)
--n darkplaces: remove dead master server from default masters list (yummyluv)
--n darkplaces: revert noclip movement to match nq for compatibility with mods that trap movement as input (MauveBib)
--n darkplaces: segfault reading memory in windows when starting a new server from menu (yummyluv)
--n darkplaces: server is starting before the "port" cvar is set by commandline and scripts? (yummyluv)
--n darkplaces: typing ip in join game menu should show 'trying' and 'no response' after a while, or 'no network' if networking is not initialized (yummyluv)
-d darkplaces: PF_traceline/PF_tracebox now work with world as the edict
-d darkplaces: make the static light built messages be developer prints (Tomaz)
-d dpmod: use Tomaz's ammo box models (Tomaz)
-d darkplaces: make bounce check for fabs(dotproduct)<60 velocity, not dotproduct<60, so now an explosion above gibs will cause them to bounce up into the air
-d darkplaces: merge pvs info for all brush model formats
-d darkplaces: figure out why fullbrights are black on models (romi)
-0 darkplaces: add support for .float corona and corona_radius to control corona intensity and radius on dlights (Electro)
-0 darkplaces: add "skin" and "pflags" parsing to light entity loader in rtlights mode (Electro)
-0 darkplaces: fix the mouse move when console is raised, probably by ignoring the first move after console raise (mashakos)
-0 darkplaces: optimize Collision_TraceBrushBrush to compare enterfrac changes to realfraction and skip out if further, also leavefrac changes to skip out (Vic)
-0 darkplaces: clean up Collision_TraceBrushBrush to have another temp variable besides f and clean up the enterfrac2 handling (Vic)
-0 darkplaces: generate tvectors the same as svectors in bumpvector calculations (Riot)
-0 darkplaces: corona on your own muzzleflash is annoying when looking down because it can be seen (flum)
-0 darkplaces: add procedural ripple distortion texture of some sort for use with envmap reflections (FrikaC)
-0 darkplaces: fix q3bsp fogging (Sajt)
-0 darkplaces: add fov to menu
-d darkplaces: fov limit now 1-170, was 10-170
-0 darkplaces: split rtlight drawshadows option into drawworldshadows and drawentityshadows options, this allows combinations like no world shadows (for speed) but still having entity shadows (Electro, Mitchell, romi)
-d darkplaces: added silly scr_zoomwindow as an experiment, turned out mostly useless
-0 dpmod: revert back to id1 weapons
--n dpmod: make grapple off-hand (joe hill)
-d darkplaces: change cl_fakelocalping_min and _max to only lag by half each way, as currently it results in 2x ping
-d darkplaces: make MAX_PACKETFRAGMENT a property of each net connection, so memory loopbacks could use huge limits (Sajt)
-d darkplaces: add extension for tenebrae dlight entities
-0 darkplaces: fix broken mouse button display in key binding menu, it shows ??? for mouse buttons (Mercury, Tomaz)
-0 darkplaces: fix broken key repeat on backspace key in console (Mercury)
-d darkplaces: add constant insertion capabilities to Image_CopyMux
-1 darkplaces: add palette conversion capabilities to Image_CopyMux
-0 darkplaces: add scaling capabilities to Image_CopyMux
-4 dpmod: figure out why intermission camera pitch changes after a moment (Tomaz)
-0 darkplaces: add -benchmark commandline option which plays a demo, appends the resulting min/max/avg fps to gamedir/benchmark.log with commandline so people know what settings were used, like +exec realtimelow.cfg, +exec realtimemed.cfg, etc (romi)
--n darkplaces: keep track of min and max fps (based on single frame frametime) during timedemo and print these stats (romi)
-d darkplaces: add tenebrae light entity properties, like cubemap and style and such
--n darkplaces: implement cubemap support on rtlights (romi, Vermeulen, Mitchell)
-d darkplaces: add r_shadow_realtime_world_lightmaps cvar to control lightmap brightness (Mitchell)
--n darkplaces: add gl_lightmaps cvar to disable texturing except lightmaps for testing (Vic)
-0 hmap2: release hmap2 (Vic, Supajoe)
-4 darkplaces: add capability for qc entities to act as bones in a model, and send them as compressed origins in the parent entity's updates, with perhaps a limit of 16 bones, this would allow some simple serverside ragdoll (Mitchell)
-d darkplaces: worked around Intel precision bug with view blends (they were not covering one line of the screen, due to being so huge that it had precision problems, on ATI and NVIDIA) (Sajt)
-0 darkplaces: release darkplaces build
-0 darkplaces: fix loadsky;r_restart;r_restart crash, again (sajt)
-0 darkplaces: add Mem_AllocNoClear function, and use it where possible, if developer is on it should clear with random garbage
-0 darkplaces: make Mem_Free function clear memory only if developer is on
-d darkplaces: fix video modes menu as you can select 2048x1536 and then go right to get 0x0 (Sajt)
-2 darkplaces: change menu qc key input to using string key names instead of numbers (the bind alias names should be able to do this) (Mercury, Black, Vermeulen)
-d darkplaces: add 66.28.32.64 to master server list (Willis)
-d darkplaces: update darkplaces readme
-0 darkplaces: add a cvar to indicate that MOVETYPE_WALK works on non-clients (tell FrikaC)
-d darkplaces: make r_fullbrights affect model skins, not just map textures
-1 darkplaces: add in_bindmap support to bind menu; a selector for which bindmap is actively being shown and bound in the menu, and add bind entries for some bindmap commands (sajt)
-d darkplaces: replace key system with twilight key system, note that this breaks existing mouse4 and mouse5 binds, and adds in_bindmap capability
-2 darkplaces: make the world lights check pvs bits instead of recursing a box which would tend to touch solids
-3 darkplaces: figure out why dlights are apparently disappearing in nexuiz when far away (Vermeulen)
-0 darkplaces: add r_editlights_editall command, same as _edit but affects all lights (mashakos)
-d darkplaces: rename r_shadow_shadows to r_shadow_dlightshadows and add r_shadow_worldshadows (mashakos)
-0 darkplaces: make sure that the fragment allocator can upload a full size block that uses the entire image, this may involve width/height comparisons needing a + 1 (fuh)
-0 darkplaces: figure out why zombies are disappearing when not entirely submerged in some hipnotic maps (romi)
-0 darkplaces: add cl_censor cvar which would replace 'swearing' with humorous messages (Deej)
-3 darkplaces: add a sound unloader of some sort, to allow music and other one-level stuff to be unloaded
-0 dpmod: fix angled corpse bug
-0 darkplaces: add lava-steam particle puff effect for bursting lava bubbles (Zombie)
-0 darkplaces: remove the loop unrolling in Image_Resample32LerpLine and Image_Resample24LerpLine and related functions, as the loop is really too long to get much benefit, and it might even not fit in the L1 instruction cache on Pentium1 (fuh)
-0 darkplaces: make console editing allow cursoring left/right on the line and insert and delete, etc (Vic)
-0 darkplaces: make gl_texture_anisotropy take effect immediately rather than needing an r_restart (metlslime, zinx)
-2 darkplaces: fix 'fall to death in wedge corner' glitch from quake (Zombie)
-d darkplaces: add sv_freenonclients cvar (Vermeulen)
-5 darkplaces: add decals on models (Urre)
-d darkplaces: fix win32 bug where shift key types a character (Black, Sajt)
-0 darkplaces: add de-we to credits page for the great icons (de-we)
-2 darkplaces: add KDE/gnome icons somehow using darkplaces72x72.png (de-we)
-2 darkplaces: add the darkplaces.ico to the executable during compilation, somehow, probably different for msvc and mingw (de-we)
-2 darkplaces: add fs_datapath and fs_userpath cvars to better support Linux, this can be done by making each gamedir add both the basepath and userpath variants of the gamedir, and making sure the userpath one is last so it is used for writing (Mercury)
-3 darkplaces: add fs_reload command to allow restarting the filesystem module, this would mean that it could check for new paks and such (Mercury)
-0 darkplaces: figure out what crashes when this sequence is done: r_speeds 1;map anything, crash (Stribbs)
-0 darkplaces: add vid_pixelaspect patch from Grisha Spivak's email
-0 darkplaces: upgrade punchangle protocol to 16bit angles for smoother motion (Urre)
-1 darkplaces: add md3 mesh name reporting to qc somehow when traceline does model tracing and hits the model
-d darkplaces: optimized ray-triangle collision code
-d darkplaces: don't crash if SOLID_BSP is used with modelindex 0 - TargetQuake does this...
-d darkplaces: reduce r_lightningbeam_repeatdistance to 128, 1024 is way too long
-d darkplaces: make most QC builtin give warnings instead of errors, so broken mods still run
--n darkplaces: fix vis decompression underrun/overrun warnings as the problem appears to be more visleafs than the data contains (Vic)
-d darkplaces: improve framerate limiting to sleep until next frame, instead of just sleeping a little
-d darkplaces: fix the dedicated server timing, seems to be using host_maxfps instead of sys_ticrate
-d darkplaces: fix r_novis
-d darkplaces: figure out and fix vis problems when noclipping out of world in q1bsp and q3bsp
-d darkplaces: figure out and fix win32 networking problems
-2 darkplaces: make light checks use rtlights if in r_shadow_realtime_world 1 mode for consistency reasons on transparent models and such, as well as particles (romi)
-0 darkplaces: add back cl_particles_lighting cvar and add back the particle lighting (romi)
-5 darkplaces: lightshader files (probably loaded by the cubemap field already present in rtlights handling), these would indicate what attenuation textures to use for the light, what cubemap filter, whether to have a corona and so on (romi)
-1 darkplaces: shadow volumes from q3bsp brush models are broken, maybe inverted or something (Vermeulen)
-2 darkplaces: decal clipping (romi)
-7 darkplaces: shadow volume clipping (romi)
-0 dpmod: make run animation play back according to movement speed (along v_forward), instead of just playing a continuous loop based on time (Urre)
-1 darkplaces: q1bsp: parse submodels before leafs, so that the pvs can be allocated smaller (only enough for the world model's visleafs count) (Vic)
-0 darkplaces: figure out the 'inverted bumps' bug on some texture orientations (see crate tops at end of e1m1, tenebrae1 does not suffer this problem somehow) (U8Poo)
-0 darkplaces: fix the bug causing models in an unlit map to be black when they should be fullbright (Sajt)
-0 darkplaces: r_shadow_showtris messes up r_shadow_visiblevolumes color (jitspoe)
-0 darkplaces: make notify lines show based on cl.time, not realtime, so they last the proper length when using cl_avidemo (Urre)
-0 darkplaces: darkplaces is leaving a dead window button on the taskbar when closed? this is odd as the window closing code in darkplaces is designed to prevent this (Urre)
-2 darkplaces: make sound engine restart ambients after a restart (RenegadeC)
-0 darkplaces: make blood decals a bit lighter as they're nearly black (ashridah)
-0 darkplaces: add GL_EXT_stencil_two_side support to shadow rendering (fuh)
-0 darkplaces: mini scoreboard (the deathmatch overlay) shows player names multiple times in some cases?
-4 darkplaces: add qw protocol support (making darkplaces work as a qwcl client) (tell Fuh)
-0 darkplaces: add some cl_explosions_ cvars to control settings - start alpha, end alpha, start size, end size, life time (Supajoe, Mercury)
-0 darkplaces: "edict -1" and other invalid numbers cause an error, should just complain (Supajoe)
-2 darkplaces: add another TE_TELEPORT effect that spawns particles at a model's vertices (Urre)
-0 darkplaces: change sky handling to draw sky even if fog is on (Deej, C0burn)
-3 darkplaces: redesign startup script handling to scan scripts for cvars (ignoring commands) and then init video and then run the scripts for real
-d darkplaces: physics bug: rotating bmodels stop when the player blocks them instead of pushing the player
-d darkplaces: physics bug: fiends can leap through the player (thanks to Tomaz for massive assistance in tracking down this longstanding bug)
--n darkplaces: physics bug: bmodels (doors, etc) hurt player if player pushes against it, and sometimes gets stuck for a frame when falling onto it (Andrew A. Gilevsky)
-0 darkplaces: add gl_polyblend cvar to control amount of viewblend effect (Andrew A. Gilevsky)
-0 darkplaces: add r_waterwarp cvar to control amount of viewwarping underwater (Andrew A. Gilevsky)
-d darkplaces: add cvar_string builtin (Paul Timofeyev)
--n darkplaces: crashes if you type too long a command line in the console (SeienAbunae)
-2 darkplaces: add lan searching to the server browser and related code (Vermeulen)
-4 darkplaces: use larger of model box or collision box for linking into areagrid so that bullet tracing can use the model bounding box instead of the collision one? (Urre)
-2 darkplaces: use model box size for SOLID_BSP objects in areagrid linking and such, just for optimal consistency.
-0 darkplaces: GAME_FNIGGIUM: console doesn't show unless you manually pull it down
-0 darkplaces: add DP_GFX_QUAKE3MODELTAGS, DP_GFX_SKINFILES, and any other new extensions to the wiki
-d darkplaces: add DP_LITSUPPORT extension and document it
-0 darkplaces: add DP_SV_ROTATINGBMODEL extension to explain that MOVETYPE_PUSH/SOLID_BSP support rotation in darkplaces and a demonstration of how to use it without qc modifications (Uffe, Supajoe)
-0 darkplaces: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz)
-4 darkplaces: add _reflect textures which filter use of skybox as a cubemap reflection (FrikaC)
-0 darkplaces: add a .collision_cancollide QC function call to decide if an entity should collide with another, or pass through it (Uffe)
-0 darkplaces: add a clipmask thingy to allow QC to mask off collisions as it wishes (Uffe)
--n darkplaces: add a config saving command (Speeds)
-2 darkplaces: add a loading screen (gfx/loadback.tga or the loading plaque if that's not found) before loading commences so that people have something to look at when the engine starts... (SeienAbunae)
--n darkplaces: add a scr_screenshot_jpeg_quality cvar (Electro)
-0 darkplaces: add ability to load gfx/particlefont.tga (Vermeulen, frightfan, Error)
-0 darkplaces: 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)
-0 darkplaces: add chase_pitch cvar to control pitch angle of chase camera, and chase_angle cvar to control yaw angle of chase camera, and add back chase_right cvar (Electro)
--n darkplaces: add cl_particles_particleffect_bloodhack cvar to enable converting id1 blood effects to TE_BLOOD style (Alex Boveri)
--n darkplaces: add cl_particles_particleffect_bloodhack cvar to menu (Alex Boveri)
--n darkplaces: add cvars for sbar alpha (background and foreground) (Throvold@uboot.com)
-0 darkplaces: add cvars to control lighting quality to allow performance tradeoffs
-0 darkplaces: add graphics options menu and put realtime lighting stuff in it (Antti)
-0 darkplaces: add lightning beam settings to menu (romi)
-0 darkplaces: add support for multiple -game's (note: this needs an enhanced COM_CheckParm to find the multiple matches) (Static_Fiend)
-0 darkplaces: add sv_gameplayfix_grenadebouncedownslopes cvar (default 1)
-0 darkplaces: add sv_gameplayfix_noairborncorpse cvar (default 1)
-0 darkplaces: add sv_gameplayfix_stepwhilejumping cvar (default 1), note that sv_jumpstep must also be on to enable this
-0 darkplaces: add sv_gameplayfix_swiminbmodels cvar (default 1)
-0 darkplaces: add svc_setanglefloat and DP_SVC_SETANGLEFLOAT extension (FrikaC, SeienAbunae, mashakos, RenegadeC)
-0 darkplaces: add te_flamejet builtin and add extension (Supajoe)
-0 darkplaces: add vid_vsync cvar and also to options menu (metlslime)
-0 darkplaces: alias layers should have a shadow volume pass so that nodraw textures don't cast a shadow (Electro)
-0 darkplaces: can't move when stuck in a monster (SeienAbunae)
-f darkplaces: change particle() macro in cl_particles.c to have a do{}while(0) to eat the ;
-0 darkplaces: check for out of bounds lump data ranges in maps (FrikaC)
-0 darkplaces: check for truncated sound files (FrikaC)
-0 darkplaces: cl_particles_maximum cvar (default 32768) which would change number of particles allowed at once (TheBeast)
-0 darkplaces: client colors are being reset to "15 15" each level in prydon gate? (FrikaC)
-0 darkplaces: darkplaces-glx -path transfusion crashes, fix the crash even though it's not going to work anyway (Todd)
-0 darkplaces: delay "connect" and "playdemo" and "timedemo" until after video init to cause quicker video startup (KrimZon)
-0 darkplaces: document the TEI stuff used in Nexuiz? check telejano site first (SeienAbunae)
-0 darkplaces: embed a fallback conchars.tga so it can load in an empty directory with a visible console (right now it uses the checkerboard texture)
-0 darkplaces: figure out what's wrong with gloss rendering vertex calculations, which may be GF2 related (QorpsE)
-0 darkplaces: figure out why monsters keep making fall pain sound after they've landed in dpmod (Cruaich)
-d darkplaces: fix con_notify (should control number of lines)
-0 darkplaces: fix disappearing viewmodel (and other models) when in an unvised q3bsp, or partially inside a wall in q3bsp
-d darkplaces: fix key based turning being affected by slowmo - it should not be
--n darkplaces: fix r_drawentities view problem (stops updating r_refdef.vieworg?) (Vic)
--f darkplaces: fix view blends slightly lingering as time goes on, they should go away completely (Cruaich)
--n darkplaces: ignore modelflags on view weaponmodel - in Malice the double barreled shotgun leaves a smoke trail, and the hellfire rotates, also in Zerstorer the riot shotgun rotates (Hidayat)
-0 darkplaces: increase resolution of particlefont to 512x512 (Chillo)
--n darkplaces: integrate zinx's psycho.c gamma hack as an easteregg (zinx)
-0 darkplaces: make Com_HexDumpToConsole not use color
-0 darkplaces: make S_Update take a matrix4x4_t *
-0 darkplaces: make a getattachmentvectors qc builtin (Supajoe)
-0 darkplaces: make cl_beams_relative only affect view-attached beams
-0 darkplaces: make dedicated server not load images (maybe all fail?)
-0 darkplaces: make fopen builtin check / as well as data/ when reading (writing would always go in data/)
-0 darkplaces: make fopen have the ability to disable fopen builtin access to read /, read data/, write data/, or disable fopen builtin entirely
-0 darkplaces: make gl_texture_anisotropy changes take effect immediately (by modifying all texparams accordingly, like gl_texturemode does).
-0 darkplaces: make lightning work without bolt models persent (Vermeulen)
-0 darkplaces: make memory pools have a flag to print them as temporary pools (I.E. consider them leaks if anything is in them) (Vicious)
-0 darkplaces: make server able to work without models, just for sake of completeness
-0 darkplaces: make server queries use a queue to avoid flooding out queries too fast (Willis)
--n darkplaces: make sure EF_FULLBRIGHT works on bmodels (FrikaC)
--n darkplaces: make sure EF_FULLBRIGHT works on models (FrikaC)
--n darkplaces: make sure EF_FULLBRIGHT works on sprites (FrikaC)
--n darkplaces: make sure PR_SetString points NULL strings at pr_strings (which would be an offset of 0) (Fuh)
-0 darkplaces: make sure QuakeDoneQuick works (Chris Kemp)
-0 darkplaces: make sure r_fullbright works
-0 darkplaces: make sure that sky works without a valid size (just treat it as single layer clouds or non-animated) (tell Vermeulen)
--n darkplaces: make sure that sound engine does not remove sounds when volume drops to 0 due to going out of range - now spawns sounds even if out of range (SeienAbunae)
-d darkplaces: make v_cshift affect view even if in a liquid, by adding another cshift slot for it
-0 darkplaces: mod_q3bsp_optimizedtraceline bug: shooting through brushes? (Vermeulen)
--f darkplaces: model interpolation off crashes? (SeienAbunae)
-0 darkplaces: pointcontents crash when building harvester in gvb2? (yummyluv)
--n darkplaces: q1bsp trace bug: 'wall hugging' stuttering, also stuttering movement when walking over steps or monsters and causes block on moving doors (Urre, romi, Static_Fiend)
-0 darkplaces: q1bsp trace bug: bullets don't hit walls at extremely steep angles, especially at very high framerates...
-d darkplaces: q1bsp trace bug: scrags frequently fly through ceilings - this needs to be fixed
-0 darkplaces: r_shadow should load .ent when importing light entities
-0 darkplaces: r_skyscroll1 and r_skyscroll2 cvars (SeienAbunae)
-0 darkplaces: rename r_picmip and r_max_size and such to glquake names
-0 darkplaces: reset zoom on connect (Rick)
-0 darkplaces: server should send slowmo to client somehow (Vermeulen)
-0 darkplaces: server should send sv_gravity to client somehow (Vermeulen)
-0 darkplaces: test TecnoX and find the frikbot crash in SV_Physics (KrimZon)
-0 darkplaces: test zlib support with entirely pk3'd id1 data (should crash because of zlib not being setup early enough - fix this) (Mabus)
-0 darkplaces: the new sound engine should have a cvar for random variations of pitch on sounds like in doom (RenegadeC)
-0 dpmod: add a "monsterwander" cvar and default it off, this would enable the spawnwanderpath code (Zombie13)
-0 dpmod: add combo kill detection; rapid burst of kills (SeienAbunae)
-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 (SeienAbunae)
-0 dpmod: add q3bsp teleport target entity
-0 dpmod: add rotfish to spawnmonsters code (only spawn if they land in water) (Zombie)
-0 dpmod: add support for info_player_deathmatch in singleplayer for q3 compatibility (Static_Fiend)
-0 dpmod: add target_position entity for a touch of q3 compatibility on jumppads (Static_Fiend)
+- todo: difficulty ratings are: 0 = trivial, 1 = easy, 2 = easy-moderate, 3 = moderate, 4 = moderate-hard, 5 = hard, 6 = hard++, 7 = nightmare, d = done, -d = done but have not notified the people who asked for it, f = failed, -f = failed but have not notified the people who asked for it
+-(Baalz) d darkplaces input bug: figure out what's wrong with ctrl key in Linux, hitting character keys tends to do nothing, and holding a character key and then hitting ctrl tends to leave the character key stuck on, this sounds like a window manager issue, but somehow quake3 works around it (Baalz)
+-(fuh) d darkplaces sound: make sound precaching not allocate an sfx if the sound is not found, so it complains only once about missing sounds when you connect, rather than constantly, and also so using "play" commands for non-existent files won't eat up sfx slots (fuh)
+-(mashakos) d darkplaces input: fix the mouse move when console is raised in glx, probably by ignoring the first move after console raise (mashakos)
+-(scar3crow) d dpmod: add flame thrower enforcers back (scar3crow)
+-(scar3crow) d 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)
+-d (FrikaC, Uffe, Gilgamesh, Wazat) darkplaces protocol: add back colormod extension (FrikaC, Uffe, Gilgamesh, Wazat)
+-d (Mabus) darkplaces loading: test zlib support with entirely pk3'd id1 data (should crash because of zlib not being setup early enough - fix this) (Mabus)
+-d (Urre, Harb, FrikaC) darkplaces protocol: add PRYDON_CLIENTCURSOR extension - clientside mouse with highlighting of selected entities with the EF_SELECTABLE flag, and qc fields on the client entity on the server would indicate which entity the cursor is highlighting as well as where it is (Urre, Harb, FrikaC)
+-d (Vermeulen) darkplaces protocol: add DP_SV_BUTTONCHAT extension to document the addition of .buttonchat to indicate if someone is not in key_game mode, so mods can show a talk bubble if they wish (Vermeulen)
+-d (Wazat, Kinn, Urre, romi) darkplaces WGL client: default WGL input back to GDI, the DirectInput driver is malfunctioning, losing key release messages, stuttering mouse input, and lacks mouse wheel support (Wazat, Kinn)
+-d (ryan[sg]) darkplaces loader: halflife wad loading is unable to seek to lump table (ryan[sg], Elric)
+-f (Tomaz, sublim3) darkplaces protocol: fix cl_nodelta 1, it's halting updates after you move away from an area (Tomaz, sublim3)
+-f (VorteX) darkplaces protocol: add DP_EF_HIGHPRECISION to send float origins instead of shorts (VorteX)
+-f (yummyluv) darkplaces protocol: add buttons 9-16 (yummyluv)
+0 darkplaces SDL client: add key emulated repeat
+0 darkplaces WGL client: figure out why GDI input has stuttering problems with gl_finish 0 mode (Kinn, Urre, romi, Spike, Black)
+0 darkplaces client bug: CL_Video_Init is allocating a texture pool, this is not allowed in init functions, it must be moved to cl_video_start and the corresponding free must be moved to cl_video_shutdown, and an empty cl_video_newmap added, these need to be registered with an R_RegisterModule call (Black, Randy)
+0 darkplaces client: GAME_NEXUIZ: cvar for console text size (Vermeulen)
+0 darkplaces client: GAME_NEXUIZ: horizontally center notify lines (Vermeulen)
+0 darkplaces client: GAME_NEXUIZ: implement new hud and scoreboard based on http://www.quirkybastards.net/qmods/scoreboard.jpg except with deaths instead of lives, and map name instead of "be the last one alive" and remove the time string and map string at the bottom, instead showing the hud (Vermeulen)
+0 darkplaces client: PRYDON_CLIENTCURSOR should be able to click on sprites, make sure it uses a minimal bounding box for viewmodelforclient sprites to avoid 'slop' area around a sprite (FrikaC)
+0 darkplaces client: add a swinging weapon motion to replace the removed forward/back movement of the weapon, should be controllable with cl_bob_* cvars (Joel Murdoch)
+0 darkplaces client: add back cl_particles_lighting cvar and add back the particle lighting (romi)
+0 darkplaces client: add color code support to console printing (Vermeulen)
+0 darkplaces client: add cvars to control lighting quality to allow performance tradeoffs; r_shadow_ options for use of dot3 shading, etc
+0 darkplaces client: cl_particles_size isn't working, it should affect rendering (Chillo)
+0 darkplaces client: corona on your own muzzleflash is annoying when looking down because it can be seen (flum)
+0 darkplaces client: detect 5x4 video aspect ratio modes (such as 1280x1024) and set a 0.9375 pixel aspect (which is (1280/1024)/(1280/960)) when these modes are active?
+0 darkplaces client: disable vsync when doing a timedemo (Randy)
+0 darkplaces client: figure out why r_editlights_edit cubemap is not setting the light's cubemap name
+0 darkplaces client: fix 'no such frame 0' warnings in prydon when examining wands in stores
+0 darkplaces client: fix gl_flashblend, it's still drawing rtdlights even when gl_flashblend is on (Toddd)
+0 darkplaces client: interpolate punchangle and punchvector from network (Sajt)
+0 darkplaces client: make envmap work with the corrected layout
+0 darkplaces client: make server queries use a queue to avoid flooding out queries too fast (Willis)
+0 darkplaces client: rain drops should splash when they hit (Tomaz, Carni)
+0 darkplaces client: remove GAME_NETHERWORLD cvars, as they have been added to the default.cfg (VorteX)
+0 darkplaces client: variable width font support using a character width file (FrikaC)
+0 darkplaces collision: Mod_Q3BSP_TraceBrush_RecursiveBSPNode can be optimized to take a clipflags parameter like R_Q3BSP_RecursiveworldNode (Vic)
+0 darkplaces console: add a cvar which sets the start map name so that mods can set their own instead of using "start" or needing to modify the engine (Urre, Elric, Vermeulen)
+0 darkplaces console: bug: when logging using log_file and log_sync 0, setting log_file back to "" does not close the file until another message is posted?
+0 darkplaces console: exec is broken, it requires two newlines around it, which is breaking the prydon quake.rc (FrikaC)
+0 darkplaces docs: write docs about in_bind/in_bindmap in readme (shadowalker)
+0 darkplaces editlights: add coronascale setting to rtlights (romi)
+0 darkplaces editlights: split rtlight drawshadows option into drawworldshadows and drawentityshadows options, this allows combinations like no world shadows (for speed) but still having entity shadows (Mitchell, romi)
+0 darkplaces input: centerview command isn't doing anything until console is activated, it should begin the pitch drift immediately as in quake (Sajt)
+0 darkplaces input: ignore first mouse move in windows fullscreen when coming back from an alt-tab (sublim3)
+0 darkplaces loader: only load .lit if the file size matches lumpsize * 3 + 8, as a rough check that the lit is for the correct bsp file (Spike)
+0 darkplaces loading: add hud_clearprecache and hud_precachepic commands to preload pics by name, these get reloaded by r_restart as well, mods can put a lot of these commands in their default.cfg to precache needed hud art (Tomaz)
+0 darkplaces loading: check for out of bounds lump data ranges in maps (FrikaC)
+0 darkplaces loading: check for truncated sound files (FrikaC)
+0 darkplaces memory: add Mem_AllocNoClear function, and use it where possible, if developer is on it should clear with random garbage
+0 darkplaces optimize: Collision_TraceBrushBrush should compare enterfrac changes to realfraction and skip out if further, also leavefrac (Vic)
+0 darkplaces optimize: R_Q1BSP_BoxTouchingPVS and R_Q3BSP_BoxTouchingPVS should check pvsframe on nodes as well as leafs (Vic)
+0 darkplaces optimize: R_Q3BSP_RecursiveWorldNode should take clipflags parameter and do not cull a node against a plane if the parent node is totally on one side of the plane (Vic)
+0 darkplaces optimize: put patches on a delayed queue in q3bsp collision code so the trace is first clipped by brushes
+0 darkplaces optimize: remove the loop unrolling in Image_Resample32LerpLine and Image_Resample24LerpLine and related functions, as the loop is really too long to get much benefit, and it might even not fit in the L1 instruction cache on Pentium1 (fuh)
+0 darkplaces optimize: support GL_ATI_separate_stencil since ATI does not support GL_EXT_stencil_two_side yet (romi)
+0 darkplaces physics: figure out why monsters keep making fall pain sound after they've landed in dpmod (Cruaich)
+0 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 darkplaces physics: test TecnoX and find the frikbot crash in SV_Physics (KrimZon)
+0 darkplaces protocol: PRYDON_CLIENTCURSOR should use a stat and .prydoncursor field instead of the cl_prydoncursor cvar, because stuffcmd is a bit icky (FrikaC)
+0 darkplaces protocol: add DP_GFX_QUAKE3MODELTAGS_ATTACHMENTTYPE extension to allow attachments to affect only origin or only orientation, and enable/disable client camera turning while attached (Urre)
+0 darkplaces protocol: add DP_SENSITIVITYSCALE extension which scales sensitivity on client like viewzoom does, but without affecting fov, note if this is non-zero it overrides viewzoom sensitivity entirely, it does not scale it (Urre)
+0 darkplaces protocol: add DP_TE_BUBBLES to make a burst of bubbles underwater (Supa, shadowalker)
+0 darkplaces protocol: add DP_WEAPONSKIN extension which would add a .float weaponskin field (protoplasmatic, Kazashi)
+0 darkplaces protocol: add EF_DOUBLESIDED for double sided entity rendering (disable cull face for this entity) (yummyluv)
+0 darkplaces protocol: add a couple beams for Nexuiz (Vermeulen)
+0 darkplaces protocol: add a new TE_ explosion effect with RGB color choice for particle color and another choice for light color (VorteX)
+0 darkplaces protocol: add a te_laser effect with start, end, owner, holdtime, fadetime, skin index (looking up a gfx/particles/beam%03i.tga), (Wazat)
+0 darkplaces protocol: add an EF_BULLETTRACER trail effect which can be used to make an invisible entity into a tracer, a bright streak leaving a faint smoke trail (Carni)
+0 darkplaces protocol: add lava-steam particle puff effect for bursting lava bubbles (Zombie)
+0 darkplaces protocol: add support for .float corona and corona_radius to control corona intensity and radius on dlights
+0 darkplaces protocol: document the TEI stuff used in Nexuiz? check telejano site first (Sajt)
+0 darkplaces protocol: fix signon error when starting prydon without +map curig2 (FrikaC)
+0 darkplaces protocol: server should send slowmo to client somehow (Vermeulen)
+0 darkplaces protocol: server should send sv_gravity to client somehow (Vermeulen)
+0 darkplaces renderer bug: q3bsp alpha shaders are not being lit? (Cheapy)
+0 darkplaces renderer bug: q3bsp ignoring EF_ADDITIVE on opaque surfaces such as Nexuiz teleporters? (Vermeulen)
+0 darkplaces renderer: add per-entity PolygonOffset to renderer, to allow zfighting bmodel/world glitches to be fixed, this has to affect all rendering involving the entity, including light/shadow (Tomaz)
+0 darkplaces renderer: add procedural ripple distortion texture of some sort for use with envmap reflections (FrikaC)
+0 darkplaces renderer: add r_shadow_light_polygonoffset and polygonfactor cvars for lighting polygons (Diablo-D3)
+0 darkplaces renderer: alias layers should have a shadow volume pass so that nodraw textures don't cast a shadow
+0 darkplaces renderer: change sky handling to draw sky even if fog is on, and fog intensity should be cvar controlled (Deej, C0burn)
+0 darkplaces renderer: don't shut off gl_combine when r_textureunits goes below 2, and don't save gl_combine either
+0 darkplaces renderer: envmap command includes the hud in the screenshots, bad!
+0 darkplaces renderer: fix disappearing viewmodel (and other models) when in an unvised q3bsp, or partially inside a wall in q3bsp
+0 darkplaces renderer: fix q3bsp fogging (Sajt)
+0 darkplaces renderer: fix q3bsp map disappearing when noclipping outside it, and the entities still show up
+0 darkplaces renderer: fix the delayed lightmap updates on bmodels, they're lagging behind one frame, very noticable on flickering light
+0 darkplaces renderer: fix vis problems when outside the level in q1bsp
+0 darkplaces renderer: lit sprites (which use R_CompleteLightPoint) are being lit blue by glow_color 108 dlights (Cheapy)
+0 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 darkplaces renderer: reverse corona traceline direction so that a player in solid can see coronas (Urre)
+0 darkplaces server: PF_vectorvectors is broken, given a v_forward from makevectors (not using roll) it does not give the same v_right and v_up vectors (VorteX)
+0 darkplaces server: add DP_HALFLIFESPRITE extension (Urre)
+0 darkplaces server: add DP_QC_STRTOKEN extension with these functions: float strtokens(string s, string separator) = #;string strtoken(string s, string separator, float index) = #; (FrikaC)
+0 darkplaces server: add DP_QC_WRITESTRING2 extension, same as writestring but does not write trailing 0 (shadowalker)
+0 darkplaces server: add DP_SV_DRAWONLYTOTEAM extension (Supajoe)
+0 darkplaces server: add PF_tokenizeseparator function and DP_QC_TOKENIZESEPARATOR extension
+0 darkplaces server: add a .collision_cancollide QC function call to decide if an entity should collide with another, or pass through it (Uffe)
+0 darkplaces server: add a DP_QC_WARNING extension which has a "warning" builtin that does a PF_WARNING just to print the requested message, opcode dump, and stack trace (FrikaC)
+0 darkplaces server: add a clipmask thingy to allow QC to mask off collisions as it wishes (Uffe)
+0 darkplaces server: add an extension to check if a file exists outside the data directory, FRIK_FILE can do this but only inside data directory (Error)
+0 darkplaces server: add filename/line number reporting to progs stack and opcode printouts (Spike)
+0 darkplaces server: add sv_playerphysicsqc cvar to allow engine to ignore SV_PlayerPhysics function, this would also have to change the reported extensions (Gleeb)
+0 darkplaces server: add sv_progs cvar, defaulted to "progs.dat", can be set from console or by menu to choose a mod (Black)
+0 darkplaces server: add te_flamejet builtin and add extension (Supajoe)
+0 darkplaces server: fix the sys_ticrate bounds checking, it's constantly setting it to 0.1 when it is already 0.1, don't set it if the change is insignificant
+0 darkplaces server: make dedicated server not load images (maybe all fail?)
+0 darkplaces server: make fopen have the ability to disable fopen builtin access to read /, read data/, write data/, or disable fopen builtin entirely
+0 darkplaces sound: Lordhavoc needs to talk to fuh about snd_macos.c (fuh)
+0 darkplaces sound: the new sound engine should have a cvar for random variations of pitch on sounds like in doom (RenegadeC)
+0 darkplaces: make loadimagepixels take a string of space separated path patterns to check for a file in, to cut down on the number of wasted file checks for things that never occur (Spike, Up2nOgOoD)
+0 dpmod: allow selection of weapons with secondary ammo but no primary ammo, and switch away if trying to fire primary ammo you don't have (romi)
+0 dpmod: change kill awards to use DP_SV_CLIENTFLASHPIC (Tomaz)