+d bug darkplaces renderer: text coloring is only affecting the first line of messagemode text (LordHavoc)
+d bug darkplaces renderer: there's some sort of bug with GL_CullFace, it is sometimes rendering the map using GL_CullFace(GL_NONE) depending on viewpoint
+d bug darkplaces renderer: transparent entities are not being lit by rtlights, where as transparent water belonging to an opaque entity (world) is being lit by rtlights (SavageX)
+d bug darkplaces renderer: transparent surfaces are not being lit by rtlights (Vermeulen)
+d bug darkplaces renderer: vertex normals seem to be generated backwards
+d bug darkplaces renderer: vid_restart and r_restart are both crashing (Tomaz)
+d bug darkplaces rtlights: light entity import should spawn lights at torch origin so that it does not cast a shadow
+d bug darkplaces sdl client: gamma is being lost after a vid_restart
+d bug darkplaces server: .colormap is not being set on DP_SV_BOTCLIENT entities the first time, but if removed and spawned again it is set (Urre)
+d bug darkplaces server: Blood Mage monsters are stuck in place apparently (steven a)
+d bug darkplaces server: SV_SpawnServer should send reconnect command using per-client reliable messages, because sv.reliable_datagram is being cleared
+d bug darkplaces server: add TE_FLAMEJET builtin and add extension (Supajoe)
+d bug darkplaces server: add \" support to Com_ParseTokenConsole (div0)
+d bug darkplaces server: add color code to start of chat message to prevent nick colors from messing up the text color
+d bug darkplaces server: call checkvelocity (to clear NaNs) every time velocity is set in physics, to fix frikbot (tell FrikaC)
+d bug darkplaces server: cl_movement 0 clients can pogostick jump and do quake2 style double jumps... why? answer: id1 qc move was clearing self.button2 each time it jumped, which causes it to pogostick when client input rate is lower than server framerate, fixed. (div)
+d bug darkplaces server: client ping times are often negative after a level change, which shows up in the console on the client because the ping report parser doesn't like negative pings
+d bug darkplaces server: don't clear player entity when loading a savegame
+d bug darkplaces server: dropclient() is not calling ClientDisconnect on bots during the first level they exist in, it is called on later levels (Urre)
+d bug darkplaces server: effect() builtin should post a warning and do nothing if given a framerate below 1 (Willis)
+d bug darkplaces server: entity unsticking code should try 1 unit horizontal offsets, then diagonals, then vertical, not diagonal + vertical
+d bug darkplaces server: error() qc builtin does not print error message, just Host_Error: Program error or something similar (evilfrog)
+d bug darkplaces server: having a csprogs.dat file installed can crash dedicated servers (esteel)
+d bug darkplaces server: if sv_fixedframeratesingleplayer is 0 and cl_maxfps is something like 10, the server still runs every frame, consuming massive amounts of cpu and resulting in very small frametime values
+d bug darkplaces server: in X-Men: Ravages of Apocalypse the weapon part in x1m3 fails to follow the platform it is on, it is probably spawning inside the ceiling and for some reason not associating with the platform as its groundentity? (qwerasdf)
+d bug darkplaces server: in X-Men: Ravages of Apocalypse the weapon part in x2m4 falls out of the level, along with a few other items in the same secret (qwerasdf)
+d bug darkplaces server: inconsistent packet timing produces jerky movement (constantly pausing every other frame or so), this is probably the dedicated server's sleep pattern, fixable by using the client's sleep pattern which wastes more cpu time but is more accurate (green`marine)
+d bug darkplaces server: local server is not being killed when you join another server (Vermeulen, suminigashi, Willis)
+d bug darkplaces server: losing clientcolors somehow during connect in dpmod
+d bug darkplaces server: ping should work from server console
+d bug darkplaces server: projectiles spawned during client physics called by SV_ReadClientMove are moved on the same server frame, causing them to appear in midair, unlike the normal physics which refuses to move projectiles on their first frame (m0rfar)
+d bug darkplaces server: running only one server frame per host frame is really bad in listen servers where the client may be too slow to keep up the server framerate
+d bug darkplaces server: self.fixangle is being cleared each frame even if no client move has been performed this frame, which means that predicted clients often see fixangle = 0 due to irregular moves causing PlayerPreThink/PlayerPostThink to not be called every frame
+d bug darkplaces server: sending unused lightstyles in serverinfo packet is silly (Spike)
+d bug darkplaces server: stats[TOTAL_MONSTERS] should be networked as a stat
+d bug darkplaces server: stepping while jumping is setting FL_GROUND (allowing the quake2 doublejump bug)
+d bug darkplaces server: sv_jumpstep should be defaulted to off because it makes it possible to reach places one should not be able to reach in quake, it can be turned on by particular games if desired (div0, SavageX, Kazashi)
+d 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)
+d bug darkplaces server: when server quits, it does not notify the master that it is quitting, it should send out a couple forced heartbeats and assume the master server will remove it because it does not respond (jitspoe, div0)
+d bug darkplaces server: when trying to load a map that is missing the model is still precached permanently, causing 'not found' warnings every time r_restart/vid_restart are used
+d bug darkplaces sound: sound is sometimes coming from the wrong side apparently (lcatlnx)
+d bug darkplaces sound: spatialization bug occurs in The Ascension of Vigil, making all player and monster sounds far to the right (RenegadeC)
+d bug darkplaces sound: svc_staticsound messages are being received before sounds are precached, causing no ambient sounds to work (esteel)
+d 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)
+d bug darkplaces windows general: include libcurl dll from Nexuiz 2.0 in future releases (Baker)
+d bug dpmod: air control doesn't seem to be working (Kedhrin)
+d bug dpmod: fix sv_user.qc noclip movement when looking straight up/down (Electro)
+d bug dpmod: fix the 'shell casing spawning at wrong player' bug somehow
+d bug dpmod: items aren't respawning in coop, they should
+d bug dpmod: nailgun mine launching doesn't trigger a player animation (sng one does)
+d bug dpmod: respawning still on fire (innovati)
+d bug dpmod: shouldn't get double kill for killing something and its corpse (Sajt)
+d bug dpmodel: md3 exporting is broken on complex models (Morphed)
+d bug dpmodel: scale parameter isn't affecting animations (Ghostface)
+d bug hmap2: make sure seconds reports in all tools don't print secondssss when they're printing shorter and shorter updates (FrikaC)
+d bug hmap2: strip .map extension from filename if present
+d bug zmodel: makefile should support mingw
+d change darkplaces client: add a swinging weapon motion to replace the removed forward/back movement of the weapon, should be controllable with cl_bob_* cvars (Joel Murdoch)
+d change darkplaces client: add some particles to teleportsplash (Uffe)
+d change darkplaces client: change timedemo minfps/maxfps to be the lowest and highest fps in one second segments, similar to the showfps display, this should solve the precision problems resulting in stupidly high/low fps reports (m0rfar)
+d change darkplaces client: get image sizes from .lmp files if present
+d change darkplaces client: implement inversion of non-uniform scaling in Matrix4x4_Invert_Simple or replace it with a full featured matrix inverter
+d change darkplaces client: reduce number of particles used, and particle limit, to save some memory (LordHavoc)
+d change darkplaces client: tone down scrag and hell knight shot trails
+d change darkplaces extensions: add DP_QUAKE3MAP extension to indicate that the engine supports Q3BSP files
+d change darkplaces menu: remove gl_combine from menu as it's not saved to config and really shouldn't be changed except when debugging drivers (QuakeMatt)
+d change darkplaces model system: change model animations back to their original compressed format (not float[3]), decode them as needed
+d change darkplaces prvm: disable the unknown opcode error in progs loading so that fteqcc fastarrays progs will load (Spike)
+d change darkplaces prvm: make strzone able to take multiple varargs strings like strcat does (KrimZon)
+d change darkplaces renderer: add a r_show_disabledepthtest cvar which defaults to 0 (and could be considered a cheat), and r_show_polygonoffset cvars, rename r_shadow_visible* cvars to r_show*, rename r_drawcollisionbrushes to r_showbrushes, and make all the r_show* cvars control brightness
+d change darkplaces renderer: build a temporary msurface_t struct in model renderer and call map surface list renderer, eliminating model surface renderer
+d change darkplaces renderer: get rid of DSDT texture support in texture manager, it was only used for the geforce3 water shader which has been removed
+d change darkplaces renderer: make meshqueue transparent sorting take a farclip instead of using 4096
+d change darkplaces renderer: make r_showtris only affect ingame view
+d change darkplaces renderer: make sprites use skinframe_t instead of their own texture/fogtexture pointers
+d change darkplaces renderer: remove GL_NV_texture_shader detection
+d change darkplaces renderer: write rendering functions that take msurface_t * lists and migrate most of renderer to them (LordHavoc)
+d change darkplaces server: make dedicated server not load images (maybe all fail?)
+d change darkplaces server: remove upper limit on sv_maxrate, there's no reason to limit it
+d change darkplaces: enable deathmatch scoreboard stuff in coop! (Monster)
+d change dpmod: make cells only 30 damage, they're too powerful now (hyenur)
+d change dpmod: use sv_maxairspeed cvar (engine) rather than sv_airmaxspeed (qc) cvar in playermovement.qc and default.cfg
+d change dpmodel: include the example script in the build zips, not just in the files directory
+d change dpmodel: keep all bones instead of removing unused ones (Ghostface)
+d change hmap2: increase MAXTOKEN from 1024 to 16384 (FrikaC)
+d cleanup darkplaces cleanup: remove cgame* files and any references
+d cleanup darkplaces cleanup: remove ui.* files and any references
+d cleanup darkplaces console: look at Black's recent console args changes and clean it up as he requested, particularly removing a commented block (Black)
+d cleanup darkplaces csqc: cl.csqcentities/cl.num_csqcentities/cl.max_csqcentities are probably entirely unnecessary
+d cleanup darkplaces general: get rid of fs_filesize, use parameters/local variables instead (Randy)
+d cleanup darkplaces general: replace qbyte with unsigned char (Randy)