--d (romi) feature darkplaces editlights: add coronasize setting to rtlights (romi)
--d (sublim3) bug darkplaces input: ignore first mouse move in windows fullscreen when coming back from an alt-tab (sublim3)
--d (up2nogood) feature darkplaces console: change commandline history to clear the commandline when cursoring below the most recent history, and not allow cursoring back more than the oldest history (up2nogood)
--d (up2nogood) feature darkplaces sound: make Host_Shutdown clear sound buffer to avoid looping while quitting (up2nogood)
--f (sublim3) bug darkplaces protocol: fix cl_nodelta 1, it's halting updates after you move away from an area (Tomaz, sublim3)
-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 client/server: unable to control player in TAoV multiplayer (RenegadeC)
-0 bug darkplaces client: make server queries use a queue to avoid flooding out queries too fast (Willis)
-0 bug darkplaces client: occasionally when level changes on remote server, Host_Error occurs (LordHavoc)
-0 bug darkplaces client: occasionally when level changes on remote server, connection stops and console scrolls wildly without user intervention, and it does not print any kind of error to the terminal, vid_restart in this state causes a crash (LordHavoc)
-0 bug darkplaces console: bug: 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 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 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 makefile: add icon to windows sdl builds (RenegadeC)
-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: 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 renderer: add r_shadow_glsl_usehalffloats cvar to make make GLSL shaders use "half" data type, automatically set this if on GFFX (MauveBib, SavageX)
-0 bug darkplaces renderer: animated textures are not being lit by static rtlights (LordHavoc)
-0 bug darkplaces renderer: audit all text drawing to make color codes work properly everywhere, right now they are even managing to mess up death message printing if someone has a color code in their name (Vermeulen)
-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: opaque water (r_wateralpha 1) is not being lit by rtlights (LordHavoc)
-0 bug darkplaces renderer: reverse corona traceline direction so that a player in solid can see coronas (Urre)
-0 bug darkplaces renderer: text coloring is only affecting the first line of messagemode text (LordHavoc)
-0 bug darkplaces renderer: texture bindings are sometimes somehow messing up texture uploads, replacing the wrong texture (LordHavoc)
-0 bug darkplaces renderer: vertex normals seem to be generated backwards (LordHavoc)
-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: add TE_FLAMEJET builtin and add extension (Supajoe)
-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: losing player colors on join (LordHavoc)
-0 bug darkplaces server: silver key missing in the map Menkalinan at http://quakemaps.nm.ru/maps2.html (zarquon)
-0 bug darkplaces sound: spatialization bug occurs in The Ascension of Vigil, making all player and monster sounds far to the right (RenegadeC)
+-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 (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)
+-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 (Wazat) 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 client: GAME_NEHAHRA: make sure cutscenes and movies work, got a report of seeing a black screen (NightFright)
+0 bug darkplaces client: cl.sfx sounds aren't playing (romi)
+0 bug darkplaces client: cl_movement 0 shouldn't be doing an input replay (SavageX)
+0 bug darkplaces client: fix cl_bobmodel bug which momentarily jolts the gun when you pass through a trigger, pick up an item, etc, Sajt thinks this is related to console prints as well as centerprint (Sajt)
+0 bug darkplaces client: prydon cursor highlighting of EF_SELECTABLE entities flickers with lower server framerate than client framerate (carni)
+0 bug darkplaces csqc: after the drawqueue was eliminated, the CSQC probably can't draw 2D polygons the same way, so it may need fixing ([515])
+0 bug darkplaces csqc: engine-based rocket entities have a trail but they don't glow if csqc is used
+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 loader: occasional crash due to memory corruption when doing "deathmatch 1;map start" during demo loop (Willis)
+0 bug darkplaces renderer: glsl lighting path is not using GL_SRC_ALPHA, GL_ONE
+0 bug darkplaces renderer: in full rtlighting mode, deluxemapping gloss still shows up (the diffuse and ambient does not)
+0 bug darkplaces renderer: modify r_showtris_polygonoffset to push back all filled geometry, not lines, because polygonoffset will not affect GL_LINES at all
+0 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)
+0 bug darkplaces renderer: r_glsl 1 mode has black grapple beam in nexuiz (SavageX)
+0 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)
+0 bug darkplaces server: Blood Mage monsters are stuck in place apparently (steven a)
+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 server: the lava+func_trains room of r1m5 is leaving items floating in the air - r1m5 is Towers of Wrath, in episode of Dissolution of Eternity, aka rogue (maichal)
+0 bug darkplaces video: generate 1024 color gamma ramps for glx on Quadro, right now hardware gamma is being disabled on these cards because they use 1024 color ramps, not 256 (div0)
+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)