--n darkplaces: add DP_SV_ROTATINGBMODEL extension to explain that MOVETYPE_PUSH/SOLID_BSP support rotation in darkplaces and a demonstration of how to use it without qc modifications (Uffe, Supajoe)
-f hqbsp: CreateBrushFaces should use RadiusFromBounds for its rotation box code, but hmap is obsolete (Vic)
-d darkplaces: fix up comments on USETEXMATRIX stuff a little in r_shadow.c (Vic)
-d hmap2: update .bat files to use hmap2 name and remove -noreuse from revis.bat (Vic)
-3 darkplaces: fix skybox orientation to match glquake/quake2/quake3, it needs to be rotated 90 degrees; +X should be rt (metlslime)
-0 darkplaces: fix signon error when starting prydon without +map curig2 (FrikaC)
-2 darkplaces: modify Collision_ClipTrace_Line_Sphere to have a slight backoff on impact, like all other collision functions (tell TheBurningRed)
-0 darkplaces: fix vis problems when outside the level in q1bsp
-2 hmap2: add "_minlight" "red green blue" and "_ambientlight" "red green blue" fields to worldspawn parsing (Harb)
-d zmodel: fix scale and origin commands (Vermeulen)
-d darkplaces: change R_Shadow_VertexShading functions to use sqrt and VectorLength2 instead of two VectorLength calls (Vic)
-2 hmap2: make all polygons have lightmaps (unless -onlylightwalls is specified)
-3 darkplaces: support water lightmaps for use with hmap2 water lighting
-5 darkplaces: add some kind of sun flare support, possibly stored in a file alongside each skybox (CheapAlert)
-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 an extension for EF_RED and EF_BLUE (FrikaC)
-d darkplaces: fix logging, setting log_file during the game doesn't open a log apparently (FrikaC)
-0 darkplaces: make static entities work in realtime lighting mode, like func_illusionary for example, they're currently black (Urre)
-0 darkplaces: don't draw entities which are tagged to the camera entity; exterior view models and such
-0 hmap2: report locations of lights which can not be vis optimized (Urre)
-1 darkplaces: add cl_particles_blood_color_r and g and b cvars to control blood color (Asaki)
-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)
-0 darkplaces: add DP_WEAPONSKIN extension which would add a .float weaponskin field (Transfusion)
-2 hmap2: tweak the light point generation a bit more to try to solve the 'corner light' glitch (Urre)
-d hmap2: add -ambientlight option, with warning that it does not produce a .light file (Harb)
-d hmap2: add tyrlite compatible "delay" settings, with the interpretation of no specified delay being dependent on a -tyrlite option, and add a new type which is a sun light; light cast in a direction, from sky polygons or the void, these light types would warn that they disable .lights files
-d hmap2: add -minlight option, with warning that it does not produce a .lights file (Harb)
-0 hmap2: add CAULK texture support - delete surfaces using this texture, or at least don't link them (Tomaz)
-3 hmap2: add support for shadow casting bmodels (Urre)
-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)
-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)
-0 darkplaces: figure out what is breaking with rate limited (partial) entity updates that is losing entities (Urre, FrikaC, Harb)
-0 darkplaces: fix sound resampling to not assume sound ends with value 0, and add support for passing in start and end times, as doubles, so that it can handle arbitrary mixing alignments
-0 darkplaces: add sv_maxrate cvar to server setup menu
-d darkplaces: make LHNET_OpenSocket_Connectionless call getsockname to find out the address/port of the socket
-d darkplaces: add a newline to map name printing
-d darkplaces: tenebrae dlights have reversed pitch (like v_angle, not model angles), make DP match this
-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
-d darkplaces: make 22khz ogg files not crash (CheapAlert)
-d darkplaces: make 48khz ogg files load (CheapAlert)
-2 darkplaces: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert)
-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)
-0 darkplaces: make sure zym code is rendering at correct brightness, it's too dark in nexuiz (Vermeulen)
-0 darkplaces: fix black models bug with unlit maps (CheapAlert)
-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: bmodel bounding boxes need to be calculated to account for clip brushes, which are not in the drawing hull (metlslime)
-1 darkplaces: give each gamemode a default screenshot name pattern, and make -game override the name pattern to match the mod dir (Rick)
-0 darkplaces: add DP_SV_DRAWONLYTOTEAM extension (Supajoe)
-0 darkplaces: change particle engine to not compact particles array, but keep track of highest used number, update it each frame (Tomaz)
-0 darkplaces: fix q3bsp map disappearing when noclipping outside it, and the entities still show up
-0 darkplaces: fix disappearing decals bug, it seems that when the smoke disappears so do the decals (Urre)
-3 darkplaces: make q1bsp surfaces have vertex color arrays like q3bsp to make things more consistent, note these need light styles
-4 darkplaces: figure out and fix network entity protocol bugs (sublim3)
-3 dpmod: code an alternate ending for shub being killed by normal weapons (scar3crow)
-0 darkplaces: make water and sky never cast shadows
-3 darkplaces: try two-cubemap approach to specular lighting math (Black)
-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: figure out how monster models are disappearing in waistdeep water in e1m3 (scar3crow)
-0 darkplaces: port DarkWar polygon.c to darkplaces, as it is more optimized than winding.c
-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
-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)
-3 darkplaces: add snd_rate cvar and make it changable during game (RenegadeC)
-d darkplaces: fix 2D attenuation texturing which is all black
-0 darkplaces: 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)