-0 sv_user.qc: figure out why looking up/down slows movement and fix it (Vermeulen)
-1 darkplaces: add "sendcvar <cvarname>" command which executes on clients and forwards a "sentcvar <cvarname> <cvarvalue>" to the server, which the qc can catch (Urre)
-1 darkplaces: add DP_CLIENTCAMERA extension (.entity clientcamera; sets which entity the client views from) (Wazat for Battlemech, SeienAbunae)
-1 darkplaces: add DP_EF_CLIENTLOCKANGLES extension (prevents client from turning view, takes angles from entity) (Wazat for Battlemech, SeienAbunae)
-1 darkplaces: add DP_QC_ENDFRAME extension/documentation and post it on wiki (tell Uffe, SeienAbunae)
-1 darkplaces: add DP_SV_READCLIENTINPUT extension (.vector clientinput; works like .movement but for mouse or any other similar controllers) (Wazat for Battlemech, FrikaC, SeienAbunae, Urre)
-1 darkplaces: add EndGame function (called on server shutdown or level change) (SeienAbunae, Nexuiz)
-1 darkplaces: add a .modelflags variable which if non-zero overrides model flags (Electro, Arwing, frightfan)
-1 darkplaces: add a string function that returns a character value from a string, mainly for csqc printing its own text (SeienAbunae)
-1 darkplaces: add buttons 9-16 (yummyluv)
-1 darkplaces: add cl_particles_blood_color_r and g and b cvars to control blood color (Asaki)
-1 darkplaces: add con_dump command to dump history to a file
-1 darkplaces: add findflag and findchainflag builtins (SeienAbunae)
-1 darkplaces: add gettimestamp builtin (returns a string) for logging purposes (SeienAbunae)
-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)
-1 darkplaces: add md3 mesh name reporting to qc somehow when traceline does model tracing and hits the model
-1 darkplaces: add palette conversion capabilities to Image_CopyMux
-1 darkplaces: add r_displayrefresh cvar for windows video refresh settings (Willis)
-1 darkplaces: add r_editlights_copyinfo and r_editlights_pasteinfo commands to clone the properties of a light, all except for origin (Stribbs)
-1 darkplaces: add r_shadow_light_polygonoffset and r_shadow_light_polygonfactor variables to work around multitexture depth issues on TNT cards (Urre)
-1 darkplaces: add some particles to teleportsplash (Uffe)
-1 darkplaces: change host_minfps to not lie about the time but instead control how many times SV_Physics runs per network frame, so if rendering goes slow the game doesn't slow down
-1 darkplaces: check out QMB lightning and lava effects (jeremy janzen)
-1 darkplaces: clear stainmaps on map restart/change based on cl_stainmapsclearonload cvar (John Truex, Electro)
-1 darkplaces: client crashes on +button8? (Static_Fiend)
-1 darkplaces: crashes on radeon in rare situations that seem to occur in dpmod dm 7 mode? (Option42)
-1 darkplaces: decide on an extension name for .ent loading and report it, also document in dpextensions (tell FrikaC, Gleeb, and add to wiki)
-1 darkplaces: finish porting Quake2 keyboard stuff (such as clipboard) (Rick, FrikaC)
-1 darkplaces: fix lots of bugs and then retitle the website to get more publicity: DarkPlaces: Re-live Quake again...
-1 darkplaces: fix stuck buttons during a level change (mercury82, tkimmet@ezworks.net) (further note: this is from the console becoming active temporarily and catching the key release when the player lets go during the loading stage, make it possible to release a button that was pressed before the console was activated, or make it execute -commands for all pressed binds when level starts)
-1 darkplaces: make Host_Error call error reset functions on renderer subsystems? (models are already flushed)
-1 darkplaces: make r_fogsky cvar to allow control how much fog is rendered infront of the sky (Deej, C0burn, SeienAbunae)
-1 darkplaces: send bmodels even if alpha is 0 or EF_NODRAW is on
-1 darkplaces: shadow volumes from q3bsp brush models are broken, maybe inverted or something (Vermeulen)
-1 darkplaces: still says " disconnected" in dpmod, figure out why and fix it
-1 dpmod: add a Treasure Hunt mode (inspired by preview of Will Rock) - a team wins when they hold all the artifacts
-1 dpmod: add func_crate (NotoriousRay)
-1 dpmod: dm 7 monster spawns should occasionally be a crowd of Diablo2 style powered up monsters (Rick)
-1 dpmod: dm 7 monster spawns should occasionally fail in a shower of gibs (Rick)
-1 dpmod: dm 7 super monsters should glow and have a name which shows up when in crosshairs (Rick)
-1 dpmod: dm 7 super scrag should fire spiral acid (Rick)
-1 dpmod: make a skill 4 mode where monsters are nearly invisible (alpha 0.2?) except when attacking or in pain
-1 dpmod: make grunts reload less often, like every 10 shotgun shells (scar3crow)
-1 dpmod: make ogres start up their chainsaw when first seeing an enemy (scar3crow)
-1 hmap2: add .mip loading support
-1 lhfire: add percentage and estimated time reporting to console output (daniel_hansson@telia.com)
-1 lhfire: get lhfire_gui build from Tomaz.
-1 lhfire: post lhfire_gui build.
-1 lhfire: prepare example scripts for release.
-2 darkplaces: add KDE/gnome icons somehow using darkplaces72x72.png (de-we)
-2 darkplaces: add a flag/effect/whatever for double sided entity rendering (disable cull face for this entity) (yummyluv)
-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)
-2 darkplaces: add and document DP_SOUND_DIRECTIONLESSATTNNONE extension
-2 darkplaces: add and document DP_SOUND_STEREOWAV extension
-2 darkplaces: add another TE_TELEPORT effect that spawns particles at a model's vertices (Urre)
-2 darkplaces: add back random framegroup animation sync for sprites and models (Elric)
-2 darkplaces: add cvar callbacks and make net cvars have callbacks
-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)
-2 darkplaces: add fuhquake naming of map textures (textures/start/quake.tga style)
-2 darkplaces: add lan searching to the server browser and related code (Vermeulen)
-2 darkplaces: add q2 sprite support sometime
-2 darkplaces: add q3bsp water rendering, both scrolling and watershader (Zombie)
-2 darkplaces: add removemapmusic (optional map name or ogg name to clear) and mapmusic commands (<maps/mapname.bsp> <music/whatever.ogg> perhaps) to manipulate list of per-map music overrides (Joseph Caporale, tell Static_Fiend)
-2 darkplaces: add windres stuff to makefile to compile darkplaces.rc into win32 builds (tell de-we)
-2 darkplaces: bmodel bounding boxes need to be calculated to account for clip brushes, which are not in the drawing hull (metlslime)
-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)
-2 darkplaces: decal clipping (romi, Sajt)
-2 darkplaces: do culling traces against patch bbox
-2 darkplaces: figure out how to prevent "alias a a" - infinite loop when executed, this should be detected when executing it (Vicious)
-2 darkplaces: fix 'fall to death in wedge corner' glitch from quake (Zombie)
-2 darkplaces: fix cl_nodelta 1, it's halting updates after you move away from an area (Tomaz, sublim3)
-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)
-2 darkplaces: frikbot scores don't update - discovered this is because of the fact they have no client (Todd)
-2 darkplaces: implement menu_clearkeyconfig and menu_keyconfig and the corresponding menu (diGGer)
-2 darkplaces: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert)
-2 darkplaces: lerp lightstyles (Mitchell)
-2 darkplaces: make a DP_SV_PERCLIENTENTITYSEND extension which calls a .float customizeentityforclient() function for each client that may see the entity, the function returns TRUE if it should send, FALSE if it should not, and is fully capable of editing the entity's fields, this allows cloaked players to appear less transparent to their teammates, navigation markers to only show to their team, etc (Urre)
-2 darkplaces: make commandline parsing use COM_ParseToken.
-2 darkplaces: make corona occlusion testing use GL_ARB_occlusion_query instead of a CL_TraceLine (Riot)
-2 darkplaces: make hl maps use 0-1 brightness range instead of 0-2 overbright like quake maps, this means edits to LightPoint and BuildLightmap (KrimZon)
-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)
-2 darkplaces: make sound engine restart ambients after a restart (RenegadeC)
-2 darkplaces: make sure Zerstoerer works (Chris Kemp, Kaotic))
-2 darkplaces: make the world lights check pvs bits instead of recursing a box which would tend to touch solids
-2 darkplaces: modify Collision_ClipTrace_Line_Sphere to have a slight backoff on impact, like all other collision functions (tell TheBurningRed)
-2 darkplaces: move skybox/skysphere render to after sky polygons, so that they can do a depth comparison to draw only on the sky polygons, using DepthRange(1,1) and DepthFunc(GL_GREATER), note though that portal renders will need half depth range (Mercury)
-2 darkplaces: player ip logging by nickname (sublim3)
-2 darkplaces: proquake precise aiming support (sublim3 doesn't care, but tell him anyway)
-2 darkplaces: protocol upgrade: 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)
-2 darkplaces: should support corona-model shaders somehow (equation: pow(normalizationcubemap(transform(eye, vertexmatrix)) dot3 '0 0 1', 8)), which are normally used around unusually shaped lights instead of flat coronas (Mitchell)
-2 darkplaces: upgrade protocol to have shorts for stats (scar3crow)
-2 darkplaces: use model box size for SOLID_BSP objects in areagrid linking and such, just for optimal consistency.
-2 darkplaces: zym model rtlight support (Vermeulen)
-2 dpmod: write a readme for the menu progs code to get people started with it, and know what is and is not possible, what builtins do, etc (Urre)
-2 dpzoo: swinging doors
-2 hmap2: add "_minlight" "red green blue" and "_ambientlight" "red green blue" fields to worldspawn parsing (Harb)
-2 hmap2: add hlwad support to hqbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd, FrikaC)
-2 hmap2: make water have lightmaps (unless -nowaterlightmaps is specified)
-2 hmap2: tweak the light point generation a bit more to try to solve the 'corner light' glitch (Urre)
-3 LordHavoc: read up on dynamic visibility
-3 darkplaces: .loc support and other team messaging capabilities (sublim3)
-3 darkplaces: add .psk (ut2003) model support (Kazashi, Mitchell)
-3 darkplaces: add DP_ENT_COLORSHELL which puts a Q2-style colored shell on a model (Supajoe)
-3 darkplaces: add DP_GFX_QUAKE3MODELTAGS, DP_GFX_SKINFILES, and any other new extensions to the wiki
-3 darkplaces: add DP_REMOTECAMERA extension which adds a .cameraentity field on clients, this causes svc_setview to be sent by the server, and makes it use the specified entity for pvs culling as well (taco)
-3 darkplaces: add DP_SV_CRATEPHYSICS (NotoriousRay, SeienAbunae)
-3 darkplaces: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz)
-3 darkplaces: add OpenGL Extensions menu to enable/disable various features (zombie_13)
-3 darkplaces: add _diffuse.tga support (realtime lighting would use this instead of the .tga for diffuse layer if available)
-3 darkplaces: add a "box" effect controllable by QC somehow, for highlighting usable items (buttons and such) like in Red Faction, preferably with multiple colors supported (Mitchell)
-3 darkplaces: add a DP_SV_PUSHMOVE extension with a pushmove builtin that does basically what MOVETYPE_PUSH does, but with controllable end position, not time based (Zombie)
-3 darkplaces: add a command to replace a texture in the running map, should only work in singleplayer; for testing only (Randi)
-3 darkplaces: add a custom light style string to rtlights, if empty it uses a normal server controlled light style (Stribbs)
-3 darkplaces: add a sound unloader of some sort, to allow music and other one-level stuff to be unloaded
-3 darkplaces: add antialiasing options (Zombie_13)
-3 darkplaces: add clientside entity prediction similar to qw based on ping, and add cl_prediction and cl_prediction_lockping
-3 darkplaces: add edge bevels in collision code, by trying all crossproduct combinations of an edge with planes from the other brush, and choosing only the ones which are valid
-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)
-3 darkplaces: add ogg music playback using optional library after adding wav music playback (Joseph Caporale, Static_Fiend, Akuma)
-3 darkplaces: add snd_rate cvar and make it changable during game (RenegadeC)
-3 darkplaces: add stainmaps to realtime lighting mode
-3 darkplaces: call checkvelocity (to clear NaNs) every time velocity is set in physics, to fix frikbot (tell FrikaC)
-3 darkplaces: delay unreliable effects into later packets if they could not send in this packet (romi)
-3 darkplaces: directional lighting from the q3bsp lightgrid should use diffuse and specular lighting if available (Electro)
-3 darkplaces: dpshaders (when supported) should have support for envmaps, and should support being lit by diffuse lighting as a fake gloss effect for normal mode (Vermeulen)
-3 darkplaces: dsound broken, needs to be managed as part of video system (jeremy janzen)
-3 darkplaces: figure out BoxOnPlaneSide crash that happens in dpmod dpdm2 deathmatch 7 occasionally
-3 darkplaces: figure out a workaround for broken gcc optimizers on BoxOnPlaneSide? (Diablo-D3)
-3 darkplaces: figure out why dlights are apparently disappearing in nexuiz when far away (Vermeulen)
-3 darkplaces: figure out why multimap demos are skipping the later portions, it's probably related to the time seeking, probably not being reset (Urre)
-3 darkplaces: finish DP_QC_BOTCLIENT extension docs and implement it (MauveBib, Supajoe)
-3 darkplaces: hub save support, one file indicating active map, and then for each map it saves a quake savegame (SeienAbunae)
-3 darkplaces: make a new caching system with handles (which can be purged) and give every entity a cache handle to a model instance, which contains cache handles for each mesh/array
-3 darkplaces: make q1bsp surfaces have vertex color arrays like q3bsp to make things more consistent, note these need light styles
-3 darkplaces: make server send player ping times to client for scoreboard
-3 darkplaces: mod browser (and ability to switch mods) (SeienAbunae, mashakos)
-3 darkplaces: rearrange menus - make Graphics Options submenu and move video and renderer stuff there, add Apply button to video section (tell Elric)
-3 darkplaces: redesign startup script handling to scan scripts for cvars (ignoring commands) and then init video and then run the scripts for real
-3 darkplaces: scriptable particle effects (Supajoe, FrikaC, [TACO], SeienAbunae, Urre, Vermeulen)
-3 darkplaces: skyroom needs to be added ("info_skyroom" entity sets view origin, scanned by client at load, and by server to send all entities in skyroom) (SeienAbunae)
-3 darkplaces: support dpm models (Vermeulen)
-3 darkplaces: try two-cubemap approach to specular lighting math (Black)
-3 darkplaces: write a documentation string in engine, and a command to dump documentation to a darkplaces.txt file (QorpsE)
-3 dpmod: code a func_swinging entity which takes a starting angle and swing time and swings back and forth, each time reaching that angle, and swinging through '0 0 0' (Zombie)
-3 dpmod: code an alternate ending for shub being killed by normal weapons (scar3crow)
-3 dpmod: use FRIK_FILE extension to allow passing objects between levels, such as crates (NotoriousRay)
-3 dpmodel: add support for unnamed bones (Mitchell)
-3 dpmodel: fix dpmodel to compile v_HKmp5-sd (tell Riot)
-3 dpzoo: remote cameras (to demonstrate DP_CLIENTCAMERA, DP_EF_CLIENTLOCKANGLES, and precise angles)
-3 hlight: add ability to make bmodels cast shadows on world (Arwing)
-3 hmap2: add hlw support to qbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd)
-3 hmap2: add support for shadow casting bmodels (Urre)
-3 hmap2: add tga support to qbsp (load base texture and _glow/_luma)
-4 LordHavoc: examine .mb (Maya Binary) file from Electro and learn its format (Electro)
-4 darkplaces: add DP_QC_MODELINFO extension to allow QC to ask about the range of frames owned by an animation base name, and other things like how many skins it has (Vermeulen, Supajoe)
-4 darkplaces: add EF_PARTICLESPAWNER extension (FrikaC, [TACO])
-4 darkplaces: add SKM model support with multianimation support using multiple .frame fields on the entities and animation list loading (Vermeulen)
-4 darkplaces: add _reflect textures which filter use of skybox as a cubemap reflection (FrikaC)
-4 darkplaces: add builtin to clientside qc for reading triangles of model meshes (useful to orient a ui along a triangle of a model mesh)
-4 darkplaces: add builtins to clientside qc for gl calls
-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, Deej)
-4 darkplaces: add crude DML model loading with animation list (ask Riot for dml library) (Mitchell)
-4 darkplaces: add qw protocol support (making darkplaces work as a qwcl client) (tell Fuh)
-4 darkplaces: add traceboxwithcontents function (same as tracebox but adds the startcontents parameter) (LTH, SeienAbunae, http://forums.inside3d.com/showflat.pl?Board=Engine&Number=909 )
-4 darkplaces: add wav music playback (tell Joseph Caporale, tell Static_Fiend)
-4 darkplaces: figure out and fix network entity protocol bugs (sublim3)
-4 darkplaces: figure out why intermission camera pitch changes after a moment (Tomaz)
-4 darkplaces: ingame mod switching
-4 darkplaces: make hqbsp save mip textures to bsp if tga textures are found
-4 darkplaces: rewrite sound system! (FrikaC, Static_Fiend, SeienAbunae)
-4 darkplaces: rotating MOVETYPE_PUSH code calls blocked when it's just a touch, it isn't even trying to push (SeienAbunae)
-4 darkplaces: use getaddrinfo to support ipv6, add support for winsock2 (or require it), check if winsock2 has ipv6 functions (getaddrinfo)... (|Rain|)
-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)
-4 darkplaces: use the memory pool nesting feature ! (Black[,Vicious])
-4 dpzoo: a drivable vehicle (using same technique as remote cameras, plus DP_SV_READCLIENTINPUT)
-4 hmap2: add hint brushes (HINT texture)
-5 darkplaces: add ALIASSKIN_NOCULLFACE and ALIASSKIN_SORTTRIANGLES flags, and figure out how to activate them somehow (FrikaC)
-5 darkplaces: add GAME_PRYDON mode which would have clientside mouse highlighting of objects for objects 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, and also make vore spike trails blue as they're used for ice (Urre, Harb, FrikaC)
-5 darkplaces: add a "edictedit" command to open up a dialog to edit an edict (allow multiple dialogs to be open at once)
-5 darkplaces: add a new TE_TELEPORTSHELL effect which would take an entity and create a fading plasma shell of its model at the moment of teleportation (tell fuh and Mercury about this)
-5 darkplaces: add back colormod extension (FrikaC, Uffe)
-5 darkplaces: add decals on models (Urre)
-5 darkplaces: add dpshader support
-5 darkplaces: add qc debugger, which would have its own very simple fullscreen console, this would be called directly from the qc interpreter, not from client (painQuin)
-5 darkplaces: add short and long documentation string to each cvar/command (QorpsE)
-5 darkplaces: add some kind of sun flare support, possibly stored in a file alongside each skybox (CheapAlert)
-5 darkplaces: do a minimap that works by simply using nearclip to sheer off anything above the eye, and draws anything below normally, or via a cvar as height coloring (Supajoe)
-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, which corona texture and size and so on, and all textures can be animated (romi, Urre)
-5 dpzoo: make some things that make the player bigger/smaller to demonstrate scaling and better viewheight handling and brush collisions (depends on brush collisions)
-5 hmap2: fix tjunctions on leaky maps (SeienAbunae)
-6 darkplaces: 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: 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, SeienAbunae)
-6 darkplaces: add water refraction like HalfLife2 (Mitchell)
-6 darkplaces: figure out an LOD scheme for really large outdoor environments (Uffe, SeienAbunae)
-7 darkplaces: add DP_ENT_DISTORTIONFIELD which visually pulls things inward/outward around an entity (Supajoe, SeienAbunae)
-7 darkplaces: add clientside quakec (KrimZon, FrikaC, SeienAbunae)
-7 darkplaces: make it work on Savage4 again (Ender)
-7 darkplaces: mirrors (SeienAbunae)
-7 darkplaces: shadow volume clipping (romi)
-7 darkplaces: should add quake3 shader support even though the language is utterly insane
-d darkplaces: "edict -1" and other invalid numbers cause an error, should just complain (Supajoe)
-d darkplaces: (goodvsbad2) increase chase_stevie height to 2048 (yummyluv)
-d darkplaces: .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: 12bit color textures in 16bit mode?? (Tomaz)
-d darkplaces: GAME_FNIGGIUM: "data" directory (not "id1" at all)
-d darkplaces: GAME_FNIGGIUM: 22050/44100 khz sound default
-d darkplaces: GAME_FNIGGIUM: console doesn't show unless you manually pull it down (Sajt)
-d darkplaces: GAME_FNIGGIUM: minimum resolution: 640x480
+1 bug darkplaces input: fix stuck buttons during a level change (mercury82, tkimmet@ezworks.net) (further note: this is from the console becoming active temporarily and catching the key release when the player lets go during the loading stage, make it possible to release a button that was pressed before the console was activated, or make it execute -commands for all pressed binds when level starts)
+1 bug darkplaces renderer: add r_shadow_light_polygonoffset and r_shadow_light_polygonfactor variables to work around multitexture depth issues on TNT cards (Urre)
+1 bug darkplaces server: add DP_QC_ENDFRAME extension/documentation and post it on wiki (tell Uffe, Sajt)
+1 bug darkplaces server: decide on an extension name for .ent loading and report it, also document in dpextensions (FrikaC, Gleeb, wiki)
+1 bug hmap: qbsp dies from runaway allocations if a duplicate plane is found on a brush (Tomaz)
+1 change darkplaces client: add some particles to teleportsplash (Uffe)
+1 cleanup darkplaces loader: add palette conversion capabilities to Image_CopyMux
+1 cleanup darkplaces renderer: make Host_Error call error reset functions on renderer subsystems? (models are already flushed)
+1 feature darkplaces client: add cl_particles_blood_color_r and g and b cvars to control blood color (Asaki)
+1 feature darkplaces client: change sort key in server browser using left/right arrows
+1 feature darkplaces docs: fix lots of bugs and then retitle the website to get more publicity: DarkPlaces: Re-live Quake again...
+1 feature darkplaces input: finish porting Quake2 keyboard stuff (Rick, FrikaC)
+1 feature darkplaces menu: 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)
+1 feature darkplaces protocol: add "sendcvar <cvarname>" command which executes on clients and forwards a "sentcvar <cvarname> <cvarvalue>" to the server, which the qc can catch (Urre)
+1 feature darkplaces protocol: add DP_EF_CLIENTLOCKANGLES extension (prevents client from turning view, takes angles from entity) (Wazat for Battlemech, Sajt)
+1 feature darkplaces protocol: add DP_SV_CLIENTFLASHPIC extension: a function void svc_clientflashpic(entity cl, float alpha, float fadetime, string picname), to flash a pic in the center of the client's screen, useful for 'Double Kill' awards and such (Tomaz)
+1 feature darkplaces protocol: add DP_SV_READCLIENTINPUT extension (.vector clientinput; works like .movement but for mouse or any other similar controllers) (Wazat for Battlemech, FrikaC, Sajt, Urre)
+1 feature darkplaces protocol: add a .modelflags variable which if non-zero overrides model flags - note, LordHavoc would prefer just adding more EF_ values (Arwing, frightfan)
+1 feature darkplaces renderer: check out QMB lightning and lava effects (jeremy janzen)
+1 feature darkplaces renderer: make r_fogsky cvar to control how much fog is rendered infront of the sky (Deej, C0burn, Sajt)
+1 feature darkplaces server: add DP_CLIENTCAMERA extension (.entity clientcamera; sets which entity the client views from) (Wazat for Battlemech, Sajt, [TACO])
+1 feature darkplaces server: add EndGame function (called on server shutdown or level change) (Sajt, Vermeulen)
+1 feature darkplaces server: add a string function that returns a character value from a string, mainly for csqc printing its own text (Sajt)
+1 feature darkplaces server: add contents reporting to qc somehow when traceline does model tracing and hits the model
+1 feature darkplaces server: add gettimestamp builtin (returns a string) for logging purposes (Sajt)
+1 feature darkplaces server: add md3 mesh name reporting to qc somehow when traceline does model tracing and hits the model
+1 feature darkplaces video: add r_displayrefresh cvar for windows video refresh settings (Willis, Judas Judas)
+1 feature darkplaces video: add widescreen mode support, with 3 lists of resolutions in the menu based on aspect ratio setting, using this list http://www.deathmask.net/misc/widescreen.txt and figure out how to bias the fov based on aspect (Willis)
+1 feature dpmod: add a Treasure Hunt mode (inspired by preview of Will Rock) - a team wins when they hold all the artifacts
+1 feature dpmod: add func_crate (NotoriousRay)
+1 feature dpmod: dm 7 monster spawns should occasionally be a crowd of Diablo2 style powered up monsters (Rick)
+1 feature dpmod: dm 7 monster spawns should occasionally fail in a shower of gibs (Rick)
+1 feature dpmod: dm 7 super monsters should glow and have a name which shows up when in crosshairs (Rick)
+1 feature dpmod: dm 7 super scrag should fire spiral acid (Rick)
+1 feature dpmod: make a skill 4 mode where monsters are nearly invisible (alpha 0.2?) except when attacking or in pain
+1 feature dpmod: make ogres start up their chainsaw when first seeing an enemy (scar3crow)
+1 feature hmap2: add .mip loading support
+1 feature lhfire: add percentage and estimated time reporting to console output (daniel_hansson@telia.com)
+1 feature lhfire: get lhfire_gui build from Tomaz.
+1 feature lhfire: post lhfire_gui build.
+1 feature lhfire: prepare example scripts for release.
+2 bug darkplaces collision: bmodel bounding boxes need to be calculated to account for clip brushes, which are not in the drawing hull (metlslime)
+2 bug darkplaces collision: modify Collision_ClipTrace_Line_Sphere to have a slight backoff on impact, like all other collision functions (tell TheBurningRed)
+2 bug darkplaces collision: 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 bug darkplaces console: figure out how to prevent "alias a a" - infinite loop when executed, this should be detected when executing it (Vicious)
+2 bug darkplaces console: review the whole set of console commands and cvars carefully and identify interactions, known interactions include sequences such as +sv_cheats 1 +map e1m1, or +maxplayers 8 +deathmatch 7 +map dpdm2, but for some reason this works with the cvar after the map command, and also if you do -window it does not affect the value saved to config, because the configs are executed again after the -window, perhaps it is not executing the commandline a second time? apparently also -dedicated without +map does not load a map automatically in transfusion (Wazat, Willis)
+2 bug darkplaces loader: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert)
+2 bug darkplaces renderer: fix fogging in realtime lighting mode, need to split the shaders into two stages, this will also fix decal bugs with fog (Mitchell)
+2 bug darkplaces renderer: 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)
+2 bug darkplaces renderer: transparent surfaces are not being lit by rtlights (Vermeulen)
+2 bug darkplaces testing: make sure Zerstoerer works (Chris Kemp, Kaotic))
+2 cleanup darkplaces console: add cvar callbacks and make net cvars have callbacks
+2 cleanup darkplaces console: make commandline parsing use COM_ParseToken.
+2 cleanup darkplaces console: make sure the engine uses only the first 32 special chars, so the high set can be replaced, this means player messages should not be shifted up, and the 'shift down' printing in dedicated server consoles should be removed, etc (Urre)
+2 cleanup darkplaces filesystem: 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)
+2 cleanup darkplaces memory: memory pools should be able to be nested multiple levels (Vic)
+2 cleanup darkplaces menuvm: 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)
+2 feature darkplaces client: 'status' command player ip logging by nickname (sublim3)
+2 feature darkplaces client: add a net_graph cvar which would show incoming and outgoing packet ping times, packet sizes, dropped packets, etc (avirox)
+2 feature darkplaces client: add cl_censor cvar which would replace 'swearing' with humorous messages (Deej)
+2 feature darkplaces client: add support for stereo shutter glasses
+2 feature darkplaces client: cl_particles_maximum cvar (default 32768) which would change number of particles allowed at once (TheBeast)
+2 feature darkplaces client: decal clipping (romi, Sajt)
+2 feature darkplaces client: make CL_Video use TEXF_FRAGMENT again by adding general, transparent support for it in all drawqueue functions (so you dont need to call FragmentLocation) (Black)
+2 feature darkplaces console: add a "maps" command which takes the list from "dir maps/*.bsp" and prints the actual names of all the levels according to their worldspawn.message keys (RPG)
+2 feature darkplaces console: expand parameters such as $cvar to use the value of the cvar, DP_CON_EXPANDCVAR (up2nogood)
+2 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)
+2 feature darkplaces image: add scaling capabilities to Image_CopyMux
+2 feature darkplaces loader: add support for fuhquake naming of map textures (textures/start/quake.tga style)
+2 feature darkplaces menu: implement menu_clearkeyconfig and menu_keyconfig and the corresponding menu (diGGer)
+2 feature darkplaces physics: DP_SV_QCPHYSICS extension, calls SV_PhysicsQC function, which replaces the entire SV_Physics C function, calling all thinks and physics and everything (Urre, Sajt)
+2 feature darkplaces protocol: add effects.txt file which would describe a bunch of numbered effects usable with a .effectindex field on entities, these would range from point effects, to continuous emitters, to beams with jitter and other properties, each effect would have various info like dlight and particle spawning and beam rendering (CheapAlert, Supa, FrikaC, [TACO], Sajt, Urre, Vermeulen)
+2 feature darkplaces protocol: add rcon_password system similar to quakeworld server
+2 feature darkplaces protocol: svc_spawnstatic should use a delta from defaultstate, instead of its outdated custom protocol (Spike)
+2 feature darkplaces release: add KDE/gnome icons somehow using darkplaces72x72.png (de-we)
+2 feature darkplaces renderer: dpshader should support corona-model shaders somehow (equation: pow(normalizationcubemap(transform(eye, vertexmatrix)) dot3 '0 0 1', 8)), which are normally used around unusually shaped lights instead of flat coronas (Mitchell)
+2 feature darkplaces renderer: use occlusion query extension (if supported) for testing corona visibility instead of traceline - curve collisions are dragging down corona performance in some maps (Vermeulen, Riot)
+2 feature darkplaces server: add DP_SV_COLLISIONCONTENTMASK extension (Urre, Spike)
+2 feature darkplaces server: add EXT_BITSHIFT extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
+2 feature darkplaces server: add EXT_DIMENSION_GHOST extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
+2 feature darkplaces server: add EXT_DIMENSION_HITMODEL extension (Urre, Spike)
+2 feature darkplaces server: add EXT_DIMENSION_PHYSICS extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
+2 feature darkplaces server: add EXT_DIMENSION_VISIBLE extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
+2 feature darkplaces server: make a DP_SV_PERCLIENTENTITYSEND extension which calls a .float customizeentityforclient() function for each client that may see the entity, the function returns TRUE if it should send, FALSE if it should not, and is fully capable of editing the entity's fields, this allows cloaked players to appear less transparent to their teammates, navigation markers to only show to their team, etc (Urre)
+2 feature darkplaces sound: add mapmusic command (<maps/mapname.bsp> <music/whatever.ogg> perhaps, with a blank music name it would simply remove the map from the list of overrides) to manipulate a list of per-map music overrides, mapmusic alone should print the list (Joseph Caporale, tell Static_Fiend)
+2 feature dpmod: write a readme for the menu progs code to get people started with it, and know what is and is not possible, what builtins do, etc (Urre)
+2 feature dpzoo.map: swinging doors
+2 feature hmap2: add "_minlight" "red green blue" and "_ambientlight" "red green blue" fields to worldspawn parsing (Harb)
+2 feature hmap2: add .hlwad and .hlw support to hqbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd, FrikaC)
+2 optimization darkplaces collision: do trace against patch bbox before testing triangles
+2 optimization darkplaces renderer: move skybox/skysphere render to after sky polygons, so that they can do a depth comparison to draw only on the sky polygons, using DepthRange(1,1) and DepthFunc(GL_GREATER), note though that portal renders will need half depth range (Mercury)
+3 bug darkplaces client: figure out why multimap demos are skipping the later portions, it's probably related to the time seeking, probably not being reset (Urre)
+3 bug darkplaces client: make "wait" command wait for next network frame somehow when connected, to make frikbot .way files load properly (Nexuiz, Transfusion, FrikaC)
+3 bug darkplaces collision: add edge bevels in collision code, by trying all crossproduct combinations of an edge with planes from the other brush, and choosing only the ones which are valid
+3 bug darkplaces compatibility: quakerally does not work, figure out why (Spike)
+3 bug darkplaces compatibility: targetquake does not work, figure out why
+3 bug darkplaces menu: find a way to prevent display of savegames from id1 in mods (WodahsEht)
+3 bug darkplaces renderer: add stainmaps to realtime lighting mode
+3 bug darkplaces server: call checkvelocity (to clear NaNs) every time velocity is set in physics, to fix frikbot (tell FrikaC)
+3 bug dpmodel: add support for unnamed bones (Mitchell)
+3 bug dpmodel: fix dpmodel to compile v_HKmp5-sd (tell Riot)
+3 cleanup darkplaces loader: make q1bsp surfaces have vertex color arrays like q3bsp to make things more consistent, note these need light styles
+3 cleanup darkplaces menu: rearrange menus - make Graphics Options submenu and move video and renderer stuff there, add Apply button to video section (tell Elric)
+3 feature darkplaces client: .loc support and other team messaging capabilities (sublim3)
+3 feature darkplaces client: add an httpdownload command which can download pk3 archives (Paul Gagnon)
+3 feature darkplaces client: add back cl_particles_lighting cvar and add back the particle lighting (romi)
+3 feature darkplaces client: add back r_waterripple (Vermeulen)
+3 feature darkplaces client: add clientside entity prediction similar to qw based on ping, and add cl_prediction and cl_prediction_lockping
+3 feature darkplaces client: add direct xvid recording using the xvid library (Error, Vermeulen)
+3 feature darkplaces client: mod browser (and ability to switch mods) (Sajt, mashakos)
+3 feature darkplaces docs: add short and long documentation string to each cvar/command (QorpsE)
+3 feature darkplaces docs: write a documentation string in engine, and a command to dump documentation to a darkplaces.txt file (QorpsE)
+3 feature darkplaces editlights: add a custom light style string to rtlights, if empty it uses a normal server controlled light style (Stribbs)
+3 feature darkplaces filesystem: add fs_reload command to allow restarting the filesystem module, this would mean that it could check for new paks and such (Mercury)
+3 feature darkplaces loader: add _color.tga support (realtime lighting would use this instead of the .tga for diffuse layer if available) (Urre)
+3 feature darkplaces loader: support dpm models (Vermeulen, Swifty)
+3 feature darkplaces loader: support md5mesh/md5anim model files (Supa, Kazashi, Swifty)
+3 feature darkplaces menu: add OpenGL Extensions menu to enable/disable various features (zombie_13)
+3 feature darkplaces physics: DP_SV_TRACEMOVE extension, adds a qc builtin which traces an entity through the world (using origin/angles/mins/maxs/velocity/avelocity) for a specified amount of time (frametime typically), and sets trace results accordingly, this would greatly help out QC physics (Urre)
+3 feature darkplaces physics: add DP_SV_CRATEPHYSICS (NotoriousRay, Sajt)
+3 feature darkplaces protocol: add "GetPK3URLList" and "PK3URLListResponse" messages to allow a client to query a server for what pk3 archives to httpdownload before joining (Paul Gagnon)
+3 feature darkplaces protocol: add DP_ENT_COLORSHELL which puts a Q2-style colored shell on a model (Supajoe)
+3 feature darkplaces protocol: add a "box" effect controllable by QC somehow, for highlighting usable items (buttons and such) like in Red Faction, preferably with multiple colors supported (Mitchell)
+3 feature darkplaces protocol: make server send ping time to client for prediction
+3 feature darkplaces renderer: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz)
+3 feature darkplaces renderer: add a command to replace a texture in the running map, should only work in singleplayer; for testing only (Randi)
+3 feature darkplaces renderer: add antialiasing options (Zombie_13)
+3 feature darkplaces renderer: directional lighting from the q3bsp lightgrid should use diffuse and specular lighting if available (Vermeulen)
+3 feature darkplaces renderer: dpshaders (when supported) should have support for envmaps, and should support being lit by diffuse lighting as a fake gloss effect for normal mode (Vermeulen)
+3 feature darkplaces renderer: need to make a standalone minimod to test darkplaces rtlights code, which Diablo-D3 can throw at the ATI driver team to test with, 3D txtures with GL_CLAMP_TO_EDGE wrapping are broken (Diablo-D3)
+3 feature darkplaces renderer: skyroom needs to be added ("info_skyroom" entity sets view origin, scanned by client at load, and by server to send all entities in skyroom) (Sajt)
+3 feature darkplaces renderer: try two-cubemap approach to specular lighting math on GF3 path (Black)
+3 feature darkplaces server: add DP_GFX_QUAKE3MODELTAGS, DP_GFX_SKINFILES, and any other new extensions to the wiki (wiki)
+3 feature darkplaces server: add a DP_SV_PUSHMOVE extension with a pushmove builtin that does basically what MOVETYPE_PUSH does, but with controllable end position, not time based (Zombie)
+3 feature darkplaces server: add traceboxwithcontents function (same as tracebox but adds the startcontents parameter) (LTH, Sajt, http://forums.inside3d.com/showflat.pl?Board=Engine&Number=909 )
+3 feature darkplaces server: hub save support, one file indicating active map, and then for each map it saves a quake savegame (Sajt)
+3 feature darkplaces server: make an event message queue for each client, so TE_ effects and sounds and can be stuffed into successive packets if they don't all fit at once, currently a large number of explosions at once are never sent because they don't fit in one size limited packet (romi)
+3 feature darkplaces sound: add snd_rate cvar and make it changable during game (RenegadeC)
+3 feature darkplaces sound: sound shaders; mindistance, maxdistance, list of sounds to choose from (Supa)
+3 feature dpmod: code a func_swinging entity which takes a starting angle and swing time and swings back and forth, each time reaching that angle, and swinging through '0 0 0' (Zombie)
+3 feature dpmod: code an alternate ending for shub being killed by normal weapons (scar3crow)
+3 feature dpmod: use FRIK_FILE extension to allow passing objects between levels, such as crates (NotoriousRay)
+3 feature dpzoo.map: remote cameras (to demonstrate DP_CLIENTCAMERA, DP_EF_CLIENTLOCKANGLES, and precise angles)
+3 feature hmap2: add support for shadow casting bmodels (Urre, Arwing)
+3 feature hmap2: add tga support to qbsp (load base texture and _glow/_luma)
+3 optimization darkplaces client: make a new caching system with handles (which can be purged) and give every entity a cache handle to a model instance, which contains cache handles for each mesh/array
+3 optimization darkplaces renderer: implement some sort of areaportals system to let doors shut off portals, this needs to clip the portals by all bmodels in the area because in e1m1 the doors are two part and can't hide the portal individually (Vic)
+4 bug darkplaces client: figure out why intermission camera pitch changes after a moment (Tomaz)
+4 bug darkplaces networking: use getaddrinfo to support ipv6, add support for winsock2 (or require it), check if winsock2 has ipv6 functions (getaddrinfo)... (|Rain|)
+4 bug darkplaces physics: rotating MOVETYPE_PUSH code calls blocked when it's just a touch, it isn't even trying to push (Sajt)
+4 cleanup darkplaces memory: use the memory pool nesting feature ! (Black[,Vicious])
+4 feature darkplaces client: add decals on models (Urre)
+4 feature darkplaces client: add qw protocol support (making darkplaces work as a qwcl client) (Amish, Fuh)
+4 feature darkplaces client: proquake secure protocol support for playing on proquake servers (sublim3)
+4 feature darkplaces console: add setlock command which marks a cvar as locked, and sends it over network to connected clients as a setlock command, the clients will not allow the user to modify the cvars while locked (and will only accept setlock commands over the network), and cvars are unlocked when level ends - the server will send the locks again on next level (VorteX)
+4 feature darkplaces csqc: add builtin to clientside qc for reading triangles of model meshes (useful to orient a ui along a triangle of a model mesh)
+4 feature darkplaces csqc: add builtins to clientside qc for gl calls
+4 feature darkplaces loader: add SKM model support (Vermeulen, Vic)
+4 feature darkplaces loader: load .map file if present to get collision brushes for q1bsp (Transfusion)
+4 feature darkplaces protocol: 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, Deej)
+4 feature darkplaces protocol: multianimation support using multiple .frame fields on the entities for model formats with multianim capability such as SKM (Vermeulen)
+4 feature darkplaces renderer: add _reflect textures which filter use of skybox as a cubemap reflection (FrikaC)
+4 feature darkplaces server: add DP_QC_MODELINFO extension to allow QC to ask about the range of frames owned by an animation base name, and other things like how many skins it has (Vermeulen, Supajoe)
+4 feature darkplaces sound: rewrite sound system! (FrikaC, Static_Fiend, Sajt)
+4 feature dpzoo.map: a drivable vehicle (using same technique as remote cameras, plus DP_SV_READCLIENTINPUT)
+4 feature hmap2: add hint brushes (HINT texture)
+4 optimization darkplaces renderer: add cubemap light filter texture culling based on how much of the cubemap is used somehow (Vermeulen)
+5 feature darkplaces client: add a "edictedit" command to open up a dialog to edit an edict (allow multiple dialogs to be open at once)
+5 feature darkplaces client: add qc debugger, which would have its own very simple fullscreen console, this would be called directly from the qc interpreter, not from client (painQuin)
+5 feature darkplaces renderer: add ALIASSKIN_NOCULLFACE and ALIASSKIN_SORTTRIANGLES flags, and figure out how to activate them somehow (FrikaC)
+5 feature darkplaces renderer: add dpshader support
+5 feature darkplaces renderer: add some kind of sun flare support, possibly stored in a dpshader (CheapAlert)
+5 feature darkplaces renderer: do a minimap that works by simply using nearclip to sheer off anything above the eye, and draws anything below normally, or via a cvar as height coloring (Supajoe)
+5 feature darkplaces renderer: 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, which corona texture and size and so on, and all textures can be animated (romi, Urre)
+5 feature darkplaces server: split server into a separate thread when running listen mode so that a host running too slow won't spoil the game (Toddd)
+5 feature dpzoo.map: make some things that make the player bigger/smaller to demonstrate scaling and better viewheight handling and brush collisions (depends on brush collisions)
+5 feature hmap2: fix tjunctions on leaky maps (Sajt)
+6 feature 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 feature darkplaces renderer: add HalfLife2 style water rendering (Mitchell, Stribbs, Jimmy Freestone)
+6 feature 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 feature darkplaces renderer: figure out an LOD scheme for really large outdoor environments (Uffe, Sajt)
+7 feature darkplaces csqc: add clientside quakec (KrimZon, FrikaC, Sajt)
+7 feature darkplaces protocol,renderer: add DP_EF_REFRACT which turns an entity into a refraction effect similar to doom3 shockwave/heathaze (Supajoe, Sajt)
+7 feature darkplaces renderer: make it work on Savage4 again (Ender)
+7 feature darkplaces renderer: mirrors (Sajt)
+7 feature darkplaces renderer: shadow volume clipping (romi)
+d bug darkplaces X11 keyboard: make sure that the XLookupString code is not little endian specific (Elric, jitspoe)
+d bug darkplaces client: GAME_NEXUIZ spews a number of warnings about gfx/ images not being found (Vermeulen)
+d bug darkplaces client: disable vsync when doing a timedemo (Randy)
+d bug darkplaces client: make envmap command work with the corrected layout
+d bug darkplaces client: te_customflash isn't working? (Wazat)
+d bug darkplaces collision: check Urre's sltest.bsp and slopestuck.dem and fix the sticking bug, which only happens with sv_newflymove 1 (Urre)
+d bug darkplaces general: make all text parsing routines support Mac newlines; \r with no \n (Zenex)
+d bug darkplaces input: ignore first mouse move in windows fullscreen when coming back from an alt-tab (sublim3)
+d bug darkplaces loader: AliasSkinFiles stuff is crashing because of the changed skin indexing, it needs to step in multiples of num_surfaces not 1 (Willis)
+d bug darkplaces loader: fix hlbsp transparent surface support (mrinsane)
+d bug darkplaces loader: halflife wad loading is unable to seek to lump table (ryan[sg], Elric)
+d bug 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, Urre)
+d bug darkplaces makefile: build nexuiz.exe using nexuiz.rc (Vermeulen)
+d bug darkplaces model: don't Host_Error when a model is unknown/unsupported type (SavageX, Vermeulen)
+d bug darkplaces model: ignore attempts to load "" (SavageX, Vermeulen)
+d bug darkplaces protocol: fix cl_nodelta 1, it's halting updates after you move away from an area (Tomaz, sublim3)
+d bug darkplaces protocol: fix signon error when starting prydon without +map curig2 (FrikaC)
+d bug darkplaces protocol: something is causing things like tracers to sometimes stay indefinitely (Vermeulen)
+d bug darkplaces quakec: to stop crashing on 64bit the quakec vm needs a string manager that can allocate/free negative integer indices to the strzone strings, and also automatically add engine strings
+d bug darkplaces renderer: alternate anims are not showing up in wall renderer - they are working for rtlights however (LordHavoc)
+d bug darkplaces renderer: audit rtlight ambient rendering, apparently scissor is clipping away parts of lights that have ambientscale but not ones that have diffusescale or specularscale (Zenex)
+d bug darkplaces renderer: colormod is not affecting bmodels (Urre)
+d bug darkplaces renderer: compiled rtlights aren't working in modeltest.bsp which is a one cluster map (LordHavoc)
+d bug darkplaces renderer: don't shut off gl_combine when r_textureunits goes below 2, and don't save gl_combine either
+d bug darkplaces renderer: envmap command includes the hud in the screenshots, bad!
+d bug darkplaces renderer: fix rtlighting of viewmodel, it should not be performing lighting on a model outside the light radius (LordHavoc)
+d bug darkplaces renderer: fix the delayed lightmap updates on bmodels, they're lagging behind one frame, very noticable on flickering light
+d bug darkplaces renderer: fix vis problems when outside the level in q1bsp
+d bug darkplaces renderer: q3bsp alpha shaders are not being lit? (Cheapy)
+d bug darkplaces renderer: q3bsp ignoring EF_ADDITIVE on opaque surfaces such as Nexuiz teleporters? (Vermeulen)
+d bug darkplaces renderer: r_drawcollisionbrushes 2 is broken (LordHavoc)
+d bug darkplaces renderer: shadow volumes from q3bsp brush models are broken, maybe inverted or something (Vermeulen)
+d bug darkplaces sound: spatialization bug occurs in The Ascension of Vigil, making all player and monster sounds far to the right (RenegadeC)
+d change darkplaces extensions: add DP_QUAKE3MAP extension to indicate that the engine supports Q3BSP files
+d cleanup darkplaces loader: merge msurface_t/q3mface_t, mleaf_t/q3mleaf_t, and mnode_t/q3mnode_t
+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)