--d (romi) feature darkplaces editlights: add coronasize setting to rtlights (romi)
--d (up2nogood) feature darkplaces console: expand parameters such as $cvar to use the value of the cvar, DP_CON_EXPANDCVAR (up2nogood)
--d (up2nogood) feature darkplaces console: make aliases given parameters insert the parameters in place of $1, $2, $* macros in the alias string, add this as DP_CON_ALIASPARAMETERS (up2nogood)
-0 bug darkplaces WGL client: figure out why GDI input has stuttering problems with gl_finish 0 mode (Kinn, Urre, romi, Spike, Black)
-0 bug darkplaces WGL client: fix GDI input init/shutdown, it is using weird mouse acceleration and not restoring it on exit (innovati)
-0 bug darkplaces WGL/GLX/SDL client bug: if sound is unavailable (causing a freeze waiting for it to become available), the config is reset (SavageX)
-0 bug darkplaces bsd filesystem: read() is failing (not returning the requested amount) on freebsd when reading files, whether actual files or in a pk3 - somehow it is still able to read the pk3 zip directory though (suminigashi, Elric)
-0 bug darkplaces capturevideo: cl_capturevideo 1 with sound off is not locking the framerate of a server (Vermeulen)
-0 bug darkplaces client: GAME_NEHAHRA: make sure cutscenes and movies work, got a report of seeing a black screen (NightFright)
-0 bug darkplaces client: cl_beams_relative is sometimes drawing beams from '0 0 0' (VorteX)
-0 bug darkplaces client: lightning beam following owner is not working well with cl_movement mode
-0 bug darkplaces client: pain flash seems to be framerate dependent? (Urre)
-0 bug darkplaces collisions: curve collisions sometimes catch on the lip of the edge, pushing into the curved back wall around certain jumppads in Nexuiz for example consistently gets stuck just below the ledge (HReaper)
-0 bug darkplaces command: "rate", "playermodel", "playerskin", "pmodel" commands can spam server console with usage statements (Spike)
-0 bug darkplaces console: chat messages are showing up in brown quake characters and having ^7 and such printed literally
-0 bug darkplaces console: 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 bug darkplaces crash: q3dm2 and q3dm11 crash (Stribbs)
-0 bug darkplaces fs: invalid pk3 archives prevent engine from starting (Willis)
-0 bug darkplaces input: centerview command isn't doing anything until console is activated, it should begin the pitch drift immediately as in quake (Sajt)
-0 bug darkplaces linux client: when clicked in a file manager it does not find the data directories as the working directory is not set, do a proper search for valid data directories in multiple paths, such as working directory, executable path, etc (Randy)
-0 bug darkplaces loader: check for out of bounds lump data ranges in maps (FrikaC)
-0 bug darkplaces loader: check for truncated sound files (FrikaC)
-0 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)
-0 bug darkplaces loader: occasional crash due to memory corruption when doing "deathmatch 1;map start" during demo loop (Willis)
-0 bug darkplaces makefile: add icon to windows sdl builds (RenegadeC)
-0 bug darkplaces nexuiz: can't open console when in nexuiz menu (stahl)
-0 bug darkplaces particles: cl_particles_quality is affecting lifetime of decals, it should not
-0 bug darkplaces physics: corpses/gibs are not riding down e1m1 lift (scar3crow)
-0 bug darkplaces physics: figure out why monsters keep making fall pain sound after they've landed in dpmod (Cruaich)
-0 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)
-0 bug darkplaces physics: test TecnoX and find the frikbot crash in SV_Physics (KrimZon)
-0 bug darkplaces physics: the zombie lift in e3m2 before the gold key is not working (scar3crow)
-0 bug darkplaces protocol: GAME_NEXUIZ: view sometimes stuck on its side while playing (update: this is not related to cl.viewangles, it's something else): http://www.digitalfunk.org/brewdles/Nexuiz/nexuiz000001.jpg (Brewdles)
-0 bug darkplaces protocol: it's possible to get a "received signon 1 when at 1" error in singleplayer when restarting level, perhaps this relates to very low framerate
-0 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)
-0 bug darkplaces prvm: add back the leak checking http://cvs.icculus.org/cvs/twilight/darkplaces/prvm_cmds.c?r1=1.67&r2=1.68 (Black)
-0 bug darkplaces renderer: VP oriented sprites are not using the left/right vectors correctly as demonstrated in dpspbug.avi (Cheapy)
-0 bug darkplaces renderer: animated textures are not being lit by static rtlights (LordHavoc)
-0 bug darkplaces renderer: do bloom effect before world crosshair and coronas and things (KrimZon)
-0 bug darkplaces renderer: lit sprites (which use R_CompleteLightPoint) are being lit blue by glow_color 108 dlights (Cheapy)
-0 bug 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 bug darkplaces renderer: make sure that unlit maps show up fullbright (Wazat)
-0 bug darkplaces renderer: opaque water (r_wateralpha 1) is not being lit by rtlights (LordHavoc)
-0 bug darkplaces renderer: r_wateralpha 1 water that has lightmapping is black in r_shadow_realtime_world 1 mode, but only if the map was loaded in r_shadow_realtime_world 1 mode, if started in 0 and then going to 1 it does not have black water, this is probably lightmap updates not occurring in rtworld mode (mrinsane)
-0 bug darkplaces renderer: reverse corona traceline direction so that a player in solid can see coronas (Urre)
-0 bug darkplaces renderer: rtlight "style" values are broken, e1m6 trap hall for example (KGB|romi)
-0 bug darkplaces renderer: the quake logo shadow is missing in e1m5 rtlights, too much vis optimization... (KGB|romi)
-0 bug darkplaces renderer: vertex normals seem to be generated backwards (LordHavoc)
-0 bug darkplaces rtlights: light entity import should spawn lights at torch origin so that it does not cast a shadow
-0 bug darkplaces server: .colormap is not being set on DP_SV_BOTCLIENT entities the first time, but if removed and spawned again it is set (Urre)
-0 bug 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 bug darkplaces server: apparently MOVETYPE_WALK on non-players is frequently resetting origin to oldorigin, why does it think it's in solid? (Wazat)
-0 bug darkplaces server: figure out what's breaking RenegadeC's TAOV monster jump code (RenegadeC)
-0 bug darkplaces server: getlight builtin should consider lightstyles (Sajt)
-0 bug darkplaces server: losing clientcolors somehow during connect in dpmod
-0 bug darkplaces server: losing player colors on join (LordHavoc)
-0 bug darkplaces server: losing runes on episode completion, completing episode 1 then 2 then 3 causes it to forget 1, then 4 causes it to forget 2 and 3, making it impossible to open the boss gate (James D)
-0 bug darkplaces server: ping should work from server console
-0 bug darkplaces server: silver key missing in the map Menkalinan at http://quakemaps.nm.ru/maps2.html (zarquon)
-0 bug darkplaces: client's slowmo detection (measuring packet times and comparing to game time changes) may be making the game unpleasant (Wazat)
-0 bug darkplaces: if progdefs.h is out of date it causes a Sys_Error, after clicking OK on the message box the engine crashes, probably something to do with partially loaded progs (Sajt)
+-d (mrinsane) bug darkplaces renderer: r_wateralpha 1 water that has lightmapping is black in r_shadow_realtime_world 1 mode, but only if the map was loaded in r_shadow_realtime_world 1 mode, if started in 0 and then going to 1 it does not have black water, this is probably lightmap updates not occurring in rtworld mode (mrinsane)
+-d (qwerasdf) bug darkplaces server: in X-Men: Ravages of Apocalypse the weapon part in x1m3 fails to follow the platform it is on, it is probably spawning inside the ceiling and for some reason not associating with the platform as its groundentity? (qwerasdf)
+-d (qwerasdf) bug darkplaces server: in X-Men: Ravages of Apocalypse the weapon part in x2m4 falls out of the level, along with a few other items in the same secret (qwerasdf)
+-d (romi) bug darkplaces client: cl.sfx sounds aren't playing (romi)
+-d (romi, lcatlnx) bug darkplaces renderer: monsters teleporting in really slow down rendering, perhaps the teleport light is casting huge shadows? new information suggests it is the particles. (romi, lcatlnx)
+-d (steven a) bug darkplaces server: Blood Mage monsters are stuck in place apparently (steven a)
+-d (tjcarter) bug darkplaces renderer: r_wateralpha on maps that are not watervised shows sky, this is a known glquake bug but it is fixable in darkplaces at load time by marking opposite-content (water-empty, empty-water) leafs as visible in their pvs sets, this involves checking the portal flow... (knghtbrd)
+-d (yummyluv) feature darkplaces protocol: add EF_DOUBLESIDED for double sided entity rendering (disable cull face for this entity) (yummyluv)
+-d (yummyluv) feature darkplaces protocol: add buttons 9-16 (yummyluv)
+-d bug darkplaces client: GAME_NEHAHRA: make sure cutscenes and movies work, got a report of seeing a black screen (NightFright)
+-f (James D) bug darkplaces server: losing runes on episode completion, completing episode 1 then 2 then 3 causes it to forget 1, then 4 causes it to forget 2 and 3, making it impossible to open the boss gate (James D)
+-f (Qantourisc) bug darkplaces sound: remove playing sounds when their owner entity has been removed by network code, this would mean that Nexuiz could have rocket/electro noise again (Qantourisc)
+-f (Wazat) bug darkplaces: client's slowmo detection (measuring packet times and comparing to game time changes) may be making the game unpleasant (Wazat)
+-f (Willis) bug darkplaces loader: occasional crash due to memory corruption when doing "deathmatch 1;map start" during demo loop (Willis)
+-f (Willis) bug darkplaces renderer: showfps values 2 and 3 are printing bogus numbers like -2 billion (Willis)
+-f (esteel) bug darkplaces server: having a csprogs.dat file installed can crash dedicated servers (esteel)
+-f bug darkplaces model loader: a q1 mdl file with a _1.tga but no _0.tga crashes at load (daemon)
+-f bug darkplaces physics: GAME_TAOV: Vigil's movement isn't working properly, the qc uses MOVETYPE_STEP and clears FL_ONGROUND every frame and moves using velocity, this is causing a landing sound every frame and causing the player to slide down minor slopes very quickly, this did not occur in Quake, and seems that it must be related to a velocity_z check or FL_ONGROUND check in the MOVETYPE_STEP physics code (RenegadeC, xaGe)
+0 bug darkplaces client: can't move mouse around in nexuiz menu if vid_mouse is 0
+0 bug darkplaces client: it has been reported that sometimes level changes on quakeworld servers don't load a map, this may be related to downloading? (Baker)
+0 bug darkplaces client: name (and probably other userinfo properties) are not being set when entering a qw server?
+0 bug darkplaces client: when going through a teleporter the cl_movement prediction still interpolates the move (div0)
+0 bug darkplaces loader: make rtlight entity loader support q3map/q3map2 lights properly, they use a spawnflag for LINEAR mode, by default they use 1/(x*x) falloff (Carni, motorsep)
+0 bug darkplaces physics: when riding a lift down (such as near the start of e1m1), the player is not being pulled down, unlike in quake, this can cause repeated fall damage on very fast lifts (scar3crow)
+0 bug darkplaces readme: commandline options are slightly out of date, update them (Baker)
+0 bug darkplaces readme: it would be a very good idea to add documentation of sv_gameplayfix_* cvars in the readme as a means to run broken mods (xaGe)
+0 bug darkplaces renderer: GL13 path has broken handling of unlit surfaces in Nexuiz toxic.bsp - the small red light surfaces are black in GL13 path (m0rfar)
+0 bug darkplaces server: SV_PushMove is ignoring model type in its angles_x handling, where as the renderer checks only model type to determine angles_x handling (Urre)
+0 bug darkplaces server: SV_PushMove's call to SV_ClipMoveToEntity should do a trace, not just a point test, to support hollow pusher models (Urre)
+0 bug darkplaces wgl client: during video mode setup, sometimes another application's window becomes permanently top most, not darkplaces' fullscreen window, why? (tZork)
+0 bug darkplaces windows sound: freezing on exit sometimes when freeing sound buffer during sound shutdown (Black)
+0 bug darkplaces: q1bsp loader computes wrong submodel size for submodels with no surfaces, such as a func_wall comprised entirely of SKIP or CAULK brushes (neg|ke)
+0 bug darkplaces: surround sound fails in windows client, falls back to stereo (greenmarine)
+0 bug dpmod: LinkDoors seems to ignore .origin on door entities when comparing if they overlap