-- 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: fixed SV_TouchAreaGrid to not crash if SV_IncreaseEdicts is called during a touch function, by making a list of edicts to touch and then running through the list afterward (KGB|romi)
-d darkplaces: moved R_ShadowVolumeLighting to r_shadow.c
-d darkplaces: added RENDER_LIGHT flag to entity_render_t to make rtlighting optional per entity
-d darkplaces: cleaned up rtlight handling, merging most code between world rtlights and dlights
-d darkplaces: safety checked lightmap access in Mod_Q1BSP_RecursiveLightPoint as one map Sajt uses was crashing (Sajt)
-0 darkplaces: upgrade network protocol to send precise angles, and make EF_LOWPRECISION downgrade both origin and angles (Urre)
-0 darkplaces: figure out why cubemap upload scaling crashes (Urre)
-0 darkplaces: make screenshots save to screenshots/fniggium%04i.tga in GAME_FNIGGIUM (Sajt)
-0 darkplaces: make screenshots save to screenshots directory (Sajt)
-2 darkplaces: make corona occlusion testing use GL_ARB_occlusion_query instead of a CL_TraceLine (Riot)
-d darkplaces: default a few cvars accordingly for GAME_TENEBRAE mode
-d darkplaces: add skin and pflags support to light entity loader
-0 darkplaces: add EF_NOSHADOW to make entities that never cast shadows (Urre)
-2 darkplaces: fix fogging in realtime lighting mode, need to split the shaders into two stages, this will also fix decal bugs with fog (Electro, Mitchell)
-0 darkplaces: fix cl_nodelta 1, it's halting updates (Tomaz)
-0 darkplaces: player setup menu network speed is never applying to rate (Mitchell)
-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)
+- 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
+-d darkplaces: add a config saving command (Speeds)
+-d darkplaces: add cl_particles_particleffect_bloodhack cvar to enable converting id1 blood effects to TE_BLOOD style (Alex Boveri)
+-d darkplaces: add cl_particles_particleffect_bloodhack cvar to menu (Alex Boveri)
+-d darkplaces: add cvars for sbar alpha (background and foreground) (Throvold@uboot.com)
+-d darkplaces: add gl_polyblend cvar to control amount of viewblend effect (Andrew A. Gilevsky)
+-d darkplaces: add r_waterwarp cvar to control amount of viewwarping underwater (Andrew A. Gilevsky)
+-d darkplaces: add rate command (and _cl_rate cvar to save to config) to control client rate (send to server on connect as a command, like other properties) (protoplasmatic)
+-d darkplaces: add slowmo to options menu (Cristian Beltramo)
+-d darkplaces: add sv_maxrate cvar (limits total rate of the server - rather complicated rules to distribute rate between clients on the server, honoring their requests as best as possible) (protoplasmatic)
+-d 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)
+-d darkplaces: crashes if you type too long a command line in the console (SeienAbunae)
+-d darkplaces: darkplaces-glx -path transfusion crashes, fix the crash even though it's not going to work anyway (Todd)
+-d darkplaces: don't complain if lightning bolt models are missing in client (Electro, -Sajt)
+-d darkplaces: examine the surface rendering code to make sure it has no bugs regarding texture selection for any of the passes (sublim3)
+-d 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)
+-d darkplaces: figure out what is wrong with dedicated server console on win32 and fix it (and tell willis@deathmask.net)
+-d 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)
+-d darkplaces: fix a crash when changing level while using qe1 textures (Todd)
+-d darkplaces: fix broken key repeat on backspace key in console (-Mercury, CheapAlert)
+-d darkplaces: generate tvectors the same as svectors in bumpvector calculations (Riot)
+-d 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)
+-d darkplaces: locked console scrollback (sublim3)
+-d darkplaces: make sure QuakeDoneQuick works (Chris Kemp)
+-d 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: 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)
+-d darkplaces: prevent player name changes faster than once every 5 seconds (sublim3)
+-d darkplaces: r_skyscroll1 and r_skyscroll2 cvars (SeienAbunae)
+-d darkplaces: write a readme (Antti)
+-d dpmod: make grapple off-hand (joe hill)
+-f darkplaces: fix view blends slightly lingering as time goes on, they should go away completely (Cruaich)
+-f darkplaces: model interpolation off crashes? (SeienAbunae)
+0 darkplaces: "loadsky something;r_restart" results in skybox showing random textures from map (Randy)
+0 darkplaces: Lordhavoc needs to talk to fuh about snd_macos.c (fuh)
+0 darkplaces: Mod_Q3BSP_TraceBrush_RecursiveBSPNode can be optimized to take a clipflags parameter like R_Q3BSP_RecursiveworldNode (Vic)
+0 darkplaces: ValidateState should not error out about colormap > maxclients, only warn (Static_Fiend)
+0 darkplaces: add DP_OGGSOUND extension which can be checked by mods to know they can intentionally load .ogg instead of .wav, since the engine prefers wav over ogg normally (CheapAlert)
+0 darkplaces: 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: add DP_SV_DRAWONLYTOTEAM extension (Supajoe)
+0 darkplaces: add DP_WEAPONSKIN extension which would add a .float weaponskin field (protoplasmatic, Kazashi)