+6 darkplaces client: add a "edit" command that can edit text files (I.E. .qc and progs.src) using a dialog window (allow multiple), and then add a "frikqcc" command to run it on the current mod (if it's in the command path at least)
+6 darkplaces renderer: add HalfLife2 style water rendering (Mitchell, Stribbs, Jimmy Freestone)
+6 darkplaces renderer: add cubemap reflections like UT2003 somehow (perhaps entities would define the reflection maps for rooms, and a water entity would take care of the rest?) (TEU, Nexuiz, Sajt)
+6 darkplaces renderer: figure out an LOD scheme for really large outdoor environments (Uffe, Sajt)
+7 darkplaces csqc: add clientside quakec (KrimZon, FrikaC, Sajt)
+7 darkplaces protocol,renderer: add DP_EF_REFRACT which turns an entity into a refraction effect similar to doom3 shockwave/heathaze (Supajoe, Sajt)
+7 darkplaces renderer: make it work on Savage4 again (Ender)
+7 darkplaces renderer: mirrors (Sajt)
+7 darkplaces renderer: shadow volume clipping (romi)
+d darkplaces GLX client: make sure that vid_vsync is taking effect immediately
+d darkplaces SDL client: add key repeat
+d darkplaces WGL client: if gamma setting fails, restore system gamma (RenegadeC)
+d darkplaces cleanup: clean up Collision_TraceBrushBrush to have another temp variable besides f and clean up the enterfrac2 handling (Vic)
+d darkplaces cleanup: make memory pools have a flag to print them as temporary pools (I.E. consider them leaks if anything is in them) (Vicious)
+d darkplaces cleanup: make sure engine dumps log file to disk if there is a Sys_Error (VorteX)
+d darkplaces cleanup: merge model format handling (mdl/md2/md3/zym)
+d darkplaces cleanup: nodestack[nodestackindex++] = node->children[0]; and similar things should skip the node if stack is full (Vic)
+d darkplaces cleanup: port DarkWar polygon.c to darkplaces, as it is more optimized than winding.c
+d darkplaces cleanup: rename QuadraticSpline code in curves.c to QuadraticBSpline
+d 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)
+d darkplaces client bug: 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)
+d darkplaces client bug: make sure QuakeDoneQuick works (Chris Kemp)
+d darkplaces client: (goodvsbad2) increase chase_stevie height to 2048 (yummyluv)
+d darkplaces client: Draw_CachePic: failed to load gfx/net.lmp (LordHavoc)
+d darkplaces client: GAME_NEXUIZ: don't show monsters/secrets on scores sbar (Vermeulen)
+d darkplaces client: GAME_NEXUIZ: horizontally center notify lines (Vermeulen)
+d darkplaces client: ValidateState should not error out about colormap > maxclients, only warn (Static_Fiend)
+d darkplaces client: add DP_LITSPRITES extension to document the fact that any sprite with a ! in its filename is lit rather than fullbright
+d darkplaces client: add GAME_PRYDON mode which would make vore spike trails blue as they're used for ice (Urre, Harb, FrikaC)
+d darkplaces client: add a config saving command (Speeds)
+d darkplaces client: add ability to load gfx/particlefont.tga (Vermeulen, frightfan, Error)
+d darkplaces client: add back random framegroup animation sync for sprites and models so torch flames don't play in sync (Elric)
+d darkplaces client: add cl_netlag (ping, like cl_netlocalping_* but no range) and cl_netpacketloss/sv_netpacketloss cvars (packetloss percentage, half of this each way)
+d darkplaces client: add cl_particles_particleffect_bloodhack cvar to enable converting id1 blood effects to TE_BLOOD style (Alex Boveri)
+d darkplaces client: add color code support to console printing (Vermeulen)
+d darkplaces client: add color codes to console, but first need to decide on a prefix character, this can be used to color code stuff in the engine too, but the prefix must be chosen carefully not to mess up most text (Up2nOgOoD)
+d darkplaces client: add cvars for sbar alpha (background and foreground) (Throvold@uboot.com)
+d darkplaces client: add gl_polyblend cvar to control amount of viewblend effect (Andrew A. Gilevsky)
+d darkplaces client: add r_waterwarp cvar to control amount of viewwarping underwater (Andrew A. Gilevsky)
+d darkplaces client: add to .rtlights these fields: flags (ambient, diffuse, specular, normalmode, realtimemode), coronascale (0-1), the normalmode flag allows rtlights to forcibly exist in normal mode which is mainly useful for decorative coronas in nexuiz maps (Vermeulen)
+d darkplaces client: add two cvars to replace sbar_alpha, one would control background as 0-1, and one would control everything else as 0-1
+d darkplaces client: add video playback handles to the cl_video code so that other systems can use streaming video textures, and allow the menu qc to use these (Black)
+d darkplaces client: all glow trails are bright blue (Kinn)
+d darkplaces client: change server browser listing structures to store the real data returned from the server, rather than the current processed strings suited only to the menu, menu qc needs to look at the original data (Black)
+d darkplaces client: cl_particles_size isn't working, it should affect rendering (Chillo)
+d darkplaces client: crosshair traceline should not hit your own model (Willis)
+d darkplaces client: don't disconnect before attempting to connect to another server, so if it fails you remain on the current one (RenegadeC, Urre)
+d darkplaces client: don't draw entities which are tagged to the camera entity; exterior view models and such
+d darkplaces client: don't query servers twice in slist, only add new unique servers when parsing a server list (Willis)
+d darkplaces client: dynamic allocation of entity_t structures to save memory (LordHavoc)
+d darkplaces client: entities not being removed in quake protocol demos? (MoALTz)
+d darkplaces client: figure out why r_editlights_edit cubemap is not setting the light's cubemap name
+d darkplaces client: figure out why startdemos is listed twice (once as 0 demos and once as 3 demos) in startup of id1 (Kazashi)
+d darkplaces client: figure out why tenebrae style dlights are brilliantly blue, PLUS their color
+d darkplaces client: fix 'no such frame 0' warnings in prydon when examining wands in stores
+d darkplaces client: fix disappearing decals bug, it seems that when the smoke disappears so do the decals (Urre)
+d darkplaces client: got an error: Protocol: Runaway loop recursing tagentity links on entity -7763899 (LordHavoc)
+d darkplaces client: increase resolution of particlefont to 512x512 (Chillo)
+d darkplaces client: interpolate punchangle and punchvector from network (Sajt)
+d darkplaces client: lerp lightstyles (Mitchell)
+d darkplaces client: locked console scrollback (sublim3)
+d darkplaces client: make CL_RocketTrail2 use the entity to keep track of trail spacing like CL_RocketTrail does (Vic)
+d darkplaces client: make blood decals a bit lighter as they're nearly black (ashridah)
+d darkplaces client: make cl_beams_relative only affect view-attached beams
+d darkplaces client: make colormap > cl.maxclients error be only a warning, to play QDDQ demo of end map (Stribbs)
+d darkplaces client: make sure that menu sounds are ATTN_NONE (DarkSnow)
+d darkplaces client: make sure the join game menu shows status on a connection attempt, such as connecting or failed (RenegadeC)
+d darkplaces client: mini scoreboard (the deathmatch overlay) shows player names multiple times in some cases, fix this!
+d darkplaces client: rain drops should splash when they hit (Tomaz, Carni)
+d darkplaces client: remove GAME_NETHERWORLD cvars, as they have been added to the default.cfg (VorteX)
+d darkplaces client: reset cl.viewzoom on connect (Rick)
+d darkplaces client: send one input message per server message instead of using sys_ticrate (LordHavoc)
+d darkplaces client: skybox should not be reset by r_restart (Stribbs)
+d darkplaces client: when video restarts, set the vsync status variable back to false so it will set it on the first VID_Finish if it is supposed to be on (Tomaz)
+d darkplaces collision: mod_q3bsp_optimizedtraceline going through brushes? (Vermeulen)
+d darkplaces commandline: make commandline parser ignore + and - if they were not directly following a space, so that + and - can be used in map names and such, also ignore if - or + is start of a number (Urre)
+d darkplaces compatibility: add a sv_gameplayfix_setmodeluserealbox to allow people to use the +-16 box hack for running some mods (Spike)
+d darkplaces console: add "set" and "seta" commands (DP_CONSOLE_SET and DP_CONSOLE_SETA extensions) to create a cvar and set its value (seta makes a saved cvar) (VorteX)
+d darkplaces console: add DP_CON_SET and DP_CON_SETA extensions to describe the set and seta commands
+d 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)
+d darkplaces console: allow typing characters > 126 (LordHavoc)
+d darkplaces console: default to insert mode (LordHavoc)
+d darkplaces console: exec is broken, it requires two newlines around it, which is breaking the prydon quake.rc (FrikaC)
+d darkplaces console: get rid of stupid cursor right at end of line behavior in console, repeating characters from the previous edit line is just annoying (LordHavoc)
+d darkplaces console: make typing "; quit " in messagemode NOT quit the game (jitspoe)
+d darkplaces console: redesign startup script handling to scan scripts for cvars (ignoring commands) and then init video and then run the scripts for real
+d darkplaces docs: add de-we to credits page for the great icons (de-we)
+d darkplaces docs: write a readme (Antti)
+d darkplaces editlights: add r_editlights_copyinfo and r_editlights_pasteinfo commands to clone the properties of a light, all except for origin (Stribbs)
+d darkplaces editlights: add r_editlights_editall command, same as _edit but affects all lights (mashakos)
+d darkplaces editlights: fix positioning of light editing display, it's not following the console properly
+d darkplaces editlights: light entity loader is broken, it ends up with scrambled colors (avirox, Tomaz)
+d darkplaces editlights: r_shadow should load .ent when importing light entities
+d darkplaces filesystem: darkplaces-glx -path transfusion crashes, fix the crash even though it's not going to work anyway (Todd)
+d darkplaces filesystem: make FS_Open fail to open paths that contain parent directory links (/../ and such, depending on platform) to prevent console commands from doing damage, this is similar to the FRIK_FILE qc extension checking the path (FrikaC, Spike)
+d darkplaces game: GAME_FNIGGIUM: "data" directory (not "id1" at all)
+d darkplaces game: GAME_FNIGGIUM: 22050/44100 khz sound default
+d darkplaces game: GAME_FNIGGIUM: console doesn't show unless you manually pull it down (Sajt)
+d darkplaces game: GAME_FNIGGIUM: minimum resolution: 640x480
+d darkplaces general: reduce cl_entities memory usage (LordHavoc)
+d darkplaces general: reduce entityframe5_database_t memory usage to reduce per-client memory (LordHavoc)
+d darkplaces general: reduce particle_t struct size (LordHavoc)
+d darkplaces init: if quake.rc is missing, run the commandline options anyway (LordHavoc)
+d darkplaces input: CTRL-V clipboard paste feature in windows (Rick, FrikaC)
+d darkplaces input: add more joystick buttons, 3 isn't enough (Static_Fiend)
+d darkplaces input: allow typing characters > 128 into console to allow Latin1 fonts to be used properly, already works in text messages (Urre)
+d darkplaces input: key repeat should work in menus, for example scrolling quickly through options (Up2nOgOoD)
+d darkplaces loader q3bsp: remove snapping to integer on patch vertices (HReaper)
+d darkplaces loader: LoadTGA needs to read a palette whether the image uses it or not, and should ignore alpha if there are no attribute bits, to comply with the TGA spec http://netghost.narod.ru/gff/graphics/summary/tga.htm (LordHavoc)
+d darkplaces loader: add q2 sprite support sometime
+d darkplaces loader: don't report texture loading failure warnings when in dedicated server (Biomass)
+d darkplaces loading: clear stainmaps on map restart/change based on cl_stainmapsclearonload cvar (John Truex)
+d darkplaces loading: fix bumpmapping, there's something quite mixed up about the svectors and tvectors (Randi)
+d darkplaces loading: make files override pak and pk3 archives, as it's really what people expect, hopefully this won't break any broken mods (Stribbs)
+d darkplaces loading: make hl map loading halve the lightmap samples, to fit hl's 0-1 range into quake's 0-2 range (KrimZon)
+d darkplaces loading: make it only reload rtlights when current map changes, not when restarting renderer or reloading same map (Stribbs)
+d darkplaces loading: make sky work without a valid size (just treat it as single layer clouds or non-animated) (tell Vermeulen)
+d darkplaces loading: make sure .skin files work on md3 models that have no default shaders but do have mesh names (VorteX)
+d darkplaces loading: make sure startup script code executes aliases when doing the cvar scan
+d darkplaces loading: missing triangles in q3bsp patches, appears only one of the two triangles per cell is being rendered (Zombie)
+d darkplaces makefile: enable sdl builds by default (Spirit_of_85)
+d darkplaces math: make portals.c use Polygon_Divide to reduce redundent code (LordHavoc)
+d darkplaces menu: add cl_particles_particleffect_bloodhack cvar to menu (Alex Boveri)
+d darkplaces menu: add confirm question to "Reset to Defaults" option, with No selected (Sajt)
+d darkplaces menu: add graphics options menu and put realtime lighting stuff in it (Antti)
+d darkplaces menu: add slowmo to options menu (Cristian Beltramo)
+d darkplaces menu: add sv_maxrate cvar to server setup menu
+d darkplaces menu: player setup menu network speed is never applying to rate (Mitchell)
+d darkplaces menu: r_shadow_realtime_world_lightmaps cvar should be a slider, not a checkbox (Diablo-D3)
+d darkplaces parse: support " as an end token for words in Com_Parse
+d darkplaces parse: support ' quoted strings
+d darkplaces physics: bmodels (doors, etc) hurt player if player pushes against it, and sometimes gets stuck for a frame when falling onto it (Andrew A. Gilevsky)
+d darkplaces physics: disable sv_gameplayfix_stepdown while underwater (Sajt)
+d darkplaces physics: make players step down stairs rather than just flying off (Riot)
+d darkplaces physics: repeatedly jumping against a wall can cause a fall to your death (MoALTz)
+d darkplaces physics: some pushers aren't affecting entities standing on them, such as the e3m2 key on a falling platform, monsters on moving floors, and players riding down the e1m1 lift (scar3crow)
+d darkplaces physics: standing on a slope that slopes into an obstacle causes a 'falling' condition, velocity keeps increasing (VorteX)
+d darkplaces protocol bug: model colormap is showing white on client, is it even being sent?
+d darkplaces protocol: GAME_NEXUIZ: add a NEXUIZ_PLAYERMODEL and NEXUIZ_PLAYERSKIN extension which would add playermodel and playerskin commands and set them up like the Host_Name_f stuff works, this means a command for each, saved _cl_playermodel and _cl_playerskin cvars, playermodel and playerskin fields in the client_t struct, and quakec fields to allow access to these similarly to .clientcolors (Vermeulen, Black, VorteX)
+d darkplaces protocol: MSG_ReadAngle functions should return +-180 range, not 0-360 (Carni)
+d darkplaces protocol: PROTOCOL_DARKPLACES4 malfunctioning after a few seconds, probably not acknowledging packets properly (Sajt)
+d 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 darkplaces protocol: add DP_SV_BUTTONUSE extension to document the addition of .buttonuse and +use/-use commands (Kazashi)
+d darkplaces protocol: add rate command and sv_maxrate cvar (and _cl_rate cvar to save to config) to control client rate (rate is sent to server on connect as a command, like other properties) (protoplasmatic)
+d darkplaces protocol: expand viewzoom to two bytes (8bit.8bit fixedpoint instead of 0.8bit like it is now) (Urre)
+d darkplaces protocol: make a DP_EF_NODEPTHTEST extension which causes an entity to show through walls, useful for navigation markers (Urre, CheapAlert, Supajoe)
+d darkplaces protocol: rename PreciseAngle stuff to Angle16, add Angle8 functions (for EF_LOWPRECISION code), upgrade Angle functions to use Angle16 or Angle8 depending on protocol version, upgrade ammo/armor stats to 16bit (Urre, FrikaC, Sajt, mashakos, RenegadeC, scar3crow)
+d darkplaces release: add windres stuff to makefile to compile darkplaces icon into win32 builds (tell de-we)
+d darkplaces renderer: .skin loading for models (override skins - not exactly shaders, but adequate, missing replacements are nodraw, this allows q3 player models with optional accessories) (Electro)
+d darkplaces renderer: 12bit color textures in 16bit mode?? (Tomaz)
+d darkplaces renderer: bloom effect (Vermeulen)
+d darkplaces renderer: bmodels all rendering as water in malefic (Harbish)
+d darkplaces renderer: 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)
+d darkplaces renderer: check that surface has triangles before adding it to the texturesurfacelist (LordHavoc)
+d darkplaces renderer: examine the surface rendering code to make sure it has no bugs regarding texture selection for any of the passes (sublim3)
+d darkplaces renderer: 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)
+d darkplaces renderer: figure out what's wrong with gloss rendering vertex calculations, which may be GF2 related (QorpsE)
+d darkplaces renderer: figure out why glow rendering on models seems to get brighter/darker when gl_combine is turned on/off (LordHavoc)
+d darkplaces renderer: fix EF_ADDITIVE alias model entities not appearing in realtime lighting mode (VorteX)
+d darkplaces renderer: fix a crash when changing level while using qe1 textures (Todd)
+d darkplaces renderer: fix loadsky;r_restart;r_restart crashing or showing random textures (Sajt, Randy)
+d darkplaces renderer: fix model lighting with r_shadow_realtime_world_lightmaps mode, it seems to be adding dlights to vertices? (Mitchell)
+d darkplaces renderer: fix r_shadow_glsl 1 mode on textureless maps (LordHavoc)
+d darkplaces renderer: fix rtdlights not rendering in q3bsp (Vermeulen)
+d darkplaces renderer: fix the bug causing models in an unlit map to be black when they should be fullbright (Sajt)
+d darkplaces renderer: fix the sometimes non-animating framegroups on sprites (Kinn)
+d darkplaces renderer: implement PXQ_GFX_LETTERBOX extension (RenegadeC)
+d darkplaces renderer: make gl_picmip affect only maps, models, and sprites by setting their TEXF_PICMIP flag (Zenex, Urre)
+d darkplaces renderer: make gl_texture_anisotropy take effect immediately like gl_texturemode rather than needing an r_restart (metlslime, zinx)
+d darkplaces renderer: make static entities work in realtime lighting mode, like func_illusionary for example, they're currently black (Urre)
+d darkplaces renderer: make sure r_novis works (Carni)
+d darkplaces renderer: make sure zym code is rendering at correct brightness, it's too dark in nexuiz (Vermeulen)
+d darkplaces renderer: r_shadow_glsl 1 mode has inverted normalmaps - r_shadow_glsl 0 is correct (LordHavoc)
+d darkplaces renderer: skybox textures are not being freed when changed! (LordHavoc)
+d darkplaces renderer: water shader not working with fog (Tomaz)
+d darkplaces renderer: zym model rtlight support (Vermeulen)
+d darkplaces server: "edict -1" and other invalid numbers cause an error, should just complain (Supajoe)
+d darkplaces server: add DP_HALFLIFE_SPRITE extension (Urre)
+d darkplaces server: add findflag and findchainflag builtins (Sajt)
+d darkplaces server: add sv_gameplayfix_blowupfallenzombies and sv_gameplayfix_findradiusdistancetobox (LordHavoc)
+d darkplaces server: add sv_progs cvar, defaulted to "progs.dat", can be set from console or by menu to choose a mod (Black)
+d darkplaces server: client colors are being reset to "15 15" each level in prydon gate and dpmod (FrikaC, LordHavoc)
+d darkplaces server: don't use popup error window in windows dedicated server crashes (FrikaC)
+d darkplaces server: figure out what is wrong with dedicated server console on win32 and fix it (and tell Willis)
+d darkplaces server: figure out what's making monsters act like notarget is on while underwater (romi)
+d darkplaces server: figure out why zombies are disappearing when not entirely submerged in some hipnotic maps (romi)
+d darkplaces server: fix SV_SoundIndex warnings in sv_protocolname DARKPLACES5 (Spike)
+d 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
+d darkplaces server: for some clients PROTOCOL_DARKPLACES5 stops updating after a short while after a reconnect... why?
+d darkplaces server: implement q3bsp playerclip support with SOLID_SLIDEBOX (Vermeulen)
+d darkplaces server: make a getattachmentvectors qc builtin (Supajoe, Urre)
+d darkplaces server: make findradius use areagrid scans to speed up searching (Urre, Sajt)
+d darkplaces server: make qc profile command post an error message instead of crashing when used during demo playback (Sajt)
+d darkplaces server: make server able to work without models, just for sake of completeness
+d darkplaces server: make sys_ticrate impose a maximum frame time so that it calls SV_Physics multiple times in one frame to avoid slowing down
+d darkplaces server: prevent player name changes faster than once every 5 seconds (sublim3)
+d darkplaces server: still says " disconnected" in dpmod, figure out why and fix it
+d darkplaces server: stop sound before loading a level to get rid of looping noise (Edward Holness)
+d darkplaces sound: add a sound unloader of some sort, to allow music and other one-level stuff to be unloaded
+d darkplaces sound: clear sound buffer at startup so it doesn't play static during startup on windows (FrikaC)
+d darkplaces sound: dsound broken, needs to be managed as part of video system (jeremy janzen)
+d darkplaces sound: make sound engine restart ambients after a restart (RenegadeC)
+d darkplaces sound: make sound loader check both sound/%s and %s, incase a sound (like music/something.wav in q3 maps) is not in the sound directory (Static_Fiend)
+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)
+d darkplaces sound: non-cd music tracks should not be affected by sound volume setting (Urre)
+d darkplaces video: add vid_vsync cvar and also to options menu (metlslime)