-1 darkplaces cleanup: add palette conversion capabilities to Image_CopyMux
-1 darkplaces cleanup: make Host_Error call error reset functions on renderer subsystems? (models are already flushed)
-1 darkplaces client: add cl_particles_blood_color_r and g and b cvars to control blood color (Asaki)
-1 darkplaces client: add some particles to teleportsplash (Uffe)
-1 darkplaces console: add con_dump command to dump history to a file
-1 darkplaces docs: fix lots of bugs and then retitle the website to get more publicity: DarkPlaces: Re-live Quake again...
-1 darkplaces input: finish porting Quake2 keyboard stuff (Rick, FrikaC)
-1 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 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 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 darkplaces protocol: add DP_EF_CLIENTLOCKANGLES extension (prevents client from turning view, takes angles from entity) (Wazat for Battlemech, Sajt)
-1 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 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 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 darkplaces renderer: add r_shadow_light_polygonoffset and r_shadow_light_polygonfactor variables to work around multitexture depth issues on TNT cards (Urre)
-1 darkplaces renderer: make r_fogsky cvar to control how much fog is rendered infront of the sky (Deej, C0burn, Sajt)
-1 darkplaces renderer: shadow volumes from q3bsp brush models are broken, maybe inverted or something (Vermeulen)
-1 darkplaces research: check out QMB lightning and lava effects (jeremy janzen)
-1 darkplaces server: add DP_CLIENTCAMERA extension (.entity clientcamera; sets which entity the client views from) (Wazat for Battlemech, Sajt, [TACO])
-1 darkplaces server: add DP_QC_ENDFRAME extension/documentation and post it on wiki (tell Uffe, Sajt)
-1 darkplaces server: add EndGame function (called on server shutdown or level change) (Sajt, Nexuiz)
-1 darkplaces server: add a string function that returns a character value from a string, mainly for csqc printing its own text (Sajt)
-1 darkplaces server: add contents reporting to qc somehow when traceline does model tracing and hits the model
-1 darkplaces server: add gettimestamp builtin (returns a string) for logging purposes (Sajt)
-1 darkplaces server: add md3 mesh name reporting to qc somehow when traceline does model tracing and hits the model
-1 darkplaces server: decide on an extension name for .ent loading and report it, also document in dpextensions (tell FrikaC, Gleeb, and add to wiki)
-1 darkplaces video: add r_displayrefresh cvar for windows video refresh settings (Willis, Judas Judas)
-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 ogres start up their chainsaw when first seeing an enemy (scar3crow)
-1 hmap2: add .mip loading support
-1 hmap: qbsp dies from runaway allocations if a duplicate plane is found on a brush (Tomaz)
-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 cleanup: add cvar callbacks and make net cvars have callbacks
-2 darkplaces cleanup: 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 cleanup: 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 cleanup: make commandline parsing use COM_ParseToken.
-2 darkplaces cleanup: 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 darkplaces cleanup: memory pools should be able to be nested multiple levels (Vic)
-2 darkplaces cleanup: merge msurface_t/q3mface_t, mleaf_t/q3mleaf_t, and mnode_t/q3mnode_t
-2 darkplaces client: 'status' command player ip logging by nickname (sublim3)
-2 darkplaces client: add a net_graph cvar which would show incoming and outgoing packet ping times, packet sizes, dropped packets, etc (avirox)
-2 darkplaces client: add cl_censor cvar which would replace 'swearing' with humorous messages (Deej)
-2 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)
-2 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)
-2 darkplaces client: add support for stereo shutter glasses
-2 darkplaces client: cl_particles_maximum cvar (default 32768) which would change number of particles allowed at once (TheBeast)
-2 darkplaces client: decal clipping (romi, Sajt)
-2 darkplaces client: proquake secure protocol support for playing on proquake servers (sublim3)
-2 darkplaces collision: bmodel bounding boxes need to be calculated to account for clip brushes, which are not in the drawing hull (metlslime)
-2 darkplaces collision: do trace against patch bbox before testing triangles
-2 darkplaces collision: modify Collision_ClipTrace_Line_Sphere to have a slight backoff on impact, like all other collision functions (tell TheBurningRed)
-2 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 darkplaces console: figure out how to prevent "alias a a" - infinite loop when executed, this should be detected when executing it (Vicious)
-2 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 (Wazat)
-2 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)
-2 darkplaces image: add scaling capabilities to Image_CopyMux
-2 darkplaces loader: add q2 sprite support sometime
-2 darkplaces loader: add support for fuhquake naming of map textures (textures/start/quake.tga style)
-2 darkplaces loader: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert)
-2 darkplaces menu: add lan searching to the server browser and related code (Vermeulen)
-2 darkplaces menu: implement menu_clearkeyconfig and menu_keyconfig and the corresponding menu (diGGer)
-2 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 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 darkplaces protocol: add rcon_password system similar to quakeworld server
-2 darkplaces protocol: svc_spawnstatic should use a delta from defaultstate, instead of its outdated custom protocol (Spike)
-2 darkplaces release: add KDE/gnome icons somehow using darkplaces72x72.png (de-we)
-2 darkplaces renderer: add q3bsp water rendering, both scrolling and watershader (Zombie)
-2 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 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 darkplaces renderer: make corona occlusion testing use GL_ARB_occlusion_query instead of a CL_TraceLine (Riot)
-2 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 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)
-2 darkplaces server: add DP_SV_COLLISIONCONTENTMASK extension (Urre, Spike)
-2 darkplaces server: add EXT_BITSHIFT extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
-2 darkplaces server: add EXT_DIMENSION_GHOST extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
-2 darkplaces server: add EXT_DIMENSION_HITMODEL extension (Urre, Spike)
-2 darkplaces server: add EXT_DIMENSION_PHYSICS extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
-2 darkplaces server: add EXT_DIMENSION_VISIBLE extension, documented at http://sourceforge.net/docman/display_doc.php?docid=24607&group_id=116842 (Spike)
-2 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 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 darkplaces sound: make sound engine restart ambients after a restart (RenegadeC)
-2 darkplaces testing: make sure Zerstoerer works (Chris Kemp, Kaotic))
-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.map: 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)
-3 LordHavoc: read up on dynamic visibility
-3 darkplaces client: .loc support and other team messaging capabilities (sublim3)
-3 darkplaces client: add back r_waterripple (Vermeulen)
-3 darkplaces client: add clientside entity prediction similar to qw based on ping, and add cl_prediction and cl_prediction_lockping
-3 darkplaces client: add direct xvid recording using the xvid library (Error, Vermeulen)
-3 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)
-3 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 darkplaces client: make "wait" command wait for next network frame somehow when connected, to make frikbot .way files load properly (Nexuiz, Transfusion, FrikaC)
-3 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 darkplaces client: mod browser (and ability to switch mods) (Sajt, mashakos)
-3 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 darkplaces compatibility: quakerally does not work, figure out why (Spike)
-3 darkplaces compatibility: targetquake does not work, figure out why
-3 darkplaces docs: add short and long documentation string to each cvar/command (QorpsE)
-3 darkplaces docs: write a documentation string in engine, and a command to dump documentation to a darkplaces.txt file (QorpsE)
-3 darkplaces editlights: add a custom light style string to rtlights, if empty it uses a normal server controlled light style (Stribbs)
-3 darkplaces host: 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 loader: add _color.tga support (realtime lighting would use this instead of the .tga for diffuse layer if available) (Urre)
-3 darkplaces loader: make q1bsp surfaces have vertex color arrays like q3bsp to make things more consistent, note these need light styles
-3 darkplaces loader: support dpm models (Vermeulen)
-3 darkplaces loader: support md5mesh/md5anim model files (Supa, Kazashi)
-3 darkplaces menu: add OpenGL Extensions menu to enable/disable various features (zombie_13)
-3 darkplaces menu: rearrange menus - make Graphics Options submenu and move video and renderer stuff there, add Apply button to video section (tell Elric)
-3 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 darkplaces physics: add DP_SV_CRATEPHYSICS (NotoriousRay, Sajt)
-3 darkplaces protocol: add DP_ENT_COLORSHELL which puts a Q2-style colored shell on a model (Supajoe)
-3 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 darkplaces protocol: allow sending of additional precaches during game, this needs to send a reliable message to all connected clients stating the new filename to load, and also to be sent to new connections (VorteX, Vermeulen)
-3 darkplaces protocol: make server send ping time to client for prediction
-3 darkplaces renderer: add Draw2D function to model struct to make it easy to draw models without an entity (Tomaz)
-3 darkplaces renderer: add a command to replace a texture in the running map, should only work in singleplayer; for testing only (Randi)
-3 darkplaces renderer: add antialiasing options (Zombie_13)
-3 darkplaces renderer: add stainmaps to realtime lighting mode
-3 darkplaces renderer: bloom effect (Vermeulen)
-3 darkplaces renderer: directional lighting from the q3bsp lightgrid should use diffuse and specular lighting if available (Vermeulen)
-3 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 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 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 darkplaces renderer: try two-cubemap approach to specular lighting math (Black)
-3 darkplaces server: add DP_GFX_QUAKE3MODELTAGS, DP_GFX_SKINFILES, and any other new extensions to the wiki
-3 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 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 darkplaces server: call checkvelocity (to clear NaNs) every time velocity is set in physics, to fix frikbot (tell FrikaC)
-3 darkplaces server: delay unreliable effects into later packets if they could not send in this packet (romi)
-3 darkplaces server: finish DP_QC_BOTCLIENT extension docs and implement it (MauveBib, Supajoe)
-3 darkplaces server: hub save support, one file indicating active map, and then for each map it saves a quake savegame (Sajt)
-3 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
-3 darkplaces sound: add snd_rate cvar and make it changable during game (RenegadeC)
-3 darkplaces sound: sound shaders; mindistance, maxdistance, list of sounds to choose from (Supa)
-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.map: remote cameras (to demonstrate DP_CLIENTCAMERA, DP_EF_CLIENTLOCKANGLES, and precise angles)
-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, Arwing)
-3 hmap2: add tga support to qbsp (load base texture and _glow/_luma)
-4 darkplaces cleanup: use the memory pool nesting feature ! (Black[,Vicious])
-4 darkplaces client: add decals on models (Urre)
-4 darkplaces client: add qw protocol support (making darkplaces work as a qwcl client) (tell Fuh)
-4 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)
-4 darkplaces client: figure out why intermission camera pitch changes after a moment (Tomaz)
-4 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 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 darkplaces csqc: add builtins to clientside qc for gl calls
-4 darkplaces loader: add SKM model support (Vermeulen)
-4 darkplaces loader: load .map file if present to get collision brushes for q1bsp (Transfusion)
-4 darkplaces networking: use getaddrinfo to support ipv6, add support for winsock2 (or require it), check if winsock2 has ipv6 functions (getaddrinfo)... (|Rain|)
-4 darkplaces physics: rotating MOVETYPE_PUSH code calls blocked when it's just a touch, it isn't even trying to push (Sajt)
-4 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 darkplaces protocol: multianimation support using multiple .frame fields on the entities for model formats with multianim capability such as SKM (Vermeulen)
-4 darkplaces renderer: add _reflect textures which filter use of skybox as a cubemap reflection (FrikaC)
-4 darkplaces renderer: add cubemap light filter texture culling based on how much of the cubemap is used somehow (Vermeulen)
-4 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 darkplaces sound: rewrite sound system! (FrikaC, Static_Fiend, Sajt)
-4 dpzoo.map: a drivable vehicle (using same technique as remote cameras, plus DP_SV_READCLIENTINPUT)
-4 hmap2: add hint brushes (HINT texture)
-5 darkplaces client: add a "edictedit" command to open up a dialog to edit an edict (allow multiple dialogs to be open at once)
-5 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 darkplaces renderer: add ALIASSKIN_NOCULLFACE and ALIASSKIN_SORTTRIANGLES flags, and figure out how to activate them somehow (FrikaC)
-5 darkplaces renderer: add dpshader support
-5 darkplaces renderer: add some kind of sun flare support, possibly stored in a dpshader (CheapAlert)
-5 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 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 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 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 hmap2: fix tjunctions on leaky maps (Sajt)
-6 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 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 darkplaces renderer: add water refraction like HalfLife2 (Mitchell)
-6 darkplaces renderer: figure out an LOD scheme for really large outdoor environments (Uffe, Sajt)
-7 darkplaces csqc: add clientside quakec (KrimZon, FrikaC, Sajt)
-7 darkplaces protocol,renderer: add DP_ENT_DISTORTIONFIELD which visually pulls things inward/outward around an entity (Supajoe, Sajt)
-7 darkplaces renderer: make it work on Savage4 again (Ender)
-7 darkplaces renderer: mirrors (Sajt)
-7 darkplaces renderer: shadow volume clipping (romi)
+1 bug darkplaces WGL client: figure out why for some people GDI input has stuttering problems with gl_finish 0 mode (Kinn, Urre, romi, Spike, Black)
+1 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)
+1 bug darkplaces bsd filesystem: read() is failing (not returning the requested amount) on freebsd when reading files, whether actual files or in a pk3 - somehow it is still able to read the pk3 zip directory though (suminigashi, Elric)
+1 bug darkplaces collisions: curve collisions sometimes catch on the lip of the edge, pushing into the curved back wall around certain jumppads in Nexuiz for example consistently gets stuck just below the ledge (HReaper)
+1 bug darkplaces command: "rate", "playermodel", "playerskin", "pmodel" commands can spam server console with usage statements (Spike)
+1 bug darkplaces console: when logging using log_file and log_sync 0, setting log_file back to "" does not close the file until another message is posted?
+1 bug darkplaces fs: invalid pk3 archives prevent engine from starting (Willis)
+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 linux client: when clicked in a file manager it does not find the data directories as the working directory is not set, do a proper search for valid data directories in multiple paths, such as working directory, executable path, etc (Randy)
+1 bug darkplaces loader: check for out of bounds lump data ranges in maps (FrikaC)
+1 bug darkplaces loader: check for truncated sound files (FrikaC)
+1 bug darkplaces makefile: add icon to windows sdl builds (RenegadeC)
+1 bug darkplaces nexuiz: can't open console when in nexuiz menu (stahl)
+1 bug darkplaces protocol: GAME_NEXUIZ: view sometimes stuck on its side while playing (update: this is not related to cl.viewangles, it's something else): http://www.digitalfunk.org/brewdles/Nexuiz/nexuiz000001.jpg (Brewdles)
+1 bug darkplaces prvm: add back the leak checking http://cvs.icculus.org/cvs/twilight/darkplaces/prvm_cmds.c?r1=1.67&r2=1.68 (Black)
+1 bug darkplaces prvm: bounds check function statement values to prevent qc from jumping to arbitrary memory (Spike)
+1 bug darkplaces renderer or server: EF_NODEPTHTEST sometimes disappears when not in pvs (Urre)
+1 bug darkplaces renderer: VP oriented sprites are not using the left/right vectors correctly as demonstrated in dpspbug.avi (Cheapy)
+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 renderer: do bloom effect before world crosshair and coronas and things (KrimZon)
+1 bug darkplaces renderer: lit sprites (which use R_CompleteLightPoint) are being lit blue by glow_color 108 dlights (Cheapy)
+1 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)
+1 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)
+1 bug darkplaces server: add DP_QC_ENDFRAME extension/documentation and post it on wiki (tell Uffe, Sajt)
+1 bug darkplaces server: apparently MOVETYPE_WALK on non-players is frequently resetting origin to oldorigin, why does it think it's in solid? (Wazat)
+1 bug darkplaces server: change maxplayers to be a cvar, and post a warning if it changes during a game saying it won't take effect until the next map command
+1 bug darkplaces server: decide on an extension name for .ent loading and report it, also document in dpextensions (FrikaC, Gleeb, wiki)
+1 bug darkplaces server: figure out what's breaking RenegadeC's TAOV monster jump code (RenegadeC)
+1 bug darkplaces server: silver key missing in the map Menkalinan at http://quakemaps.nm.ru/maps2.html (zarquon)
+1 bug darkplaces: if progdefs.h is out of date it causes a Sys_Error, after clicking OK on the message box the engine crashes, probably something to do with partially loaded progs (Sajt)
+1 bug hmap: qbsp dies from runaway allocations if a duplicate plane is found on a brush (Tomaz)
+1 change darkplaces client: reduce number of particles used, and particle limit, to save some memory (LordHavoc)
+1 change darkplaces protocol: document the TEI stuff used in Nexuiz (Sajt)
+1 change darkplaces protocol: send cvar commands to client to set cl_movement_* cvars and cl_slowmo and cl_gravity (Vermeulen)
+1 change darkplaces renderer: add gunshot (shotgun pellet) and nail (spike) decals to the particlefont so that these can look different from explosions (Morphed)
+1 change darkplaces renderer: add r_shadow_realtime_world 2 mode (and update menu), make 1 only render rtlights if they came from a .rtlights file and mode 2 render them even if they were imported from the map, always render imported ones if editing mode is turned on (Willis)
+1 change darkplaces renderer: make "sky" keys in worldspawn override q3 sky shaders (Vermeulen)
+1 change darkplaces renderer: make attachments use their parent's origin for model lighting (Sajt)
+1 change darkplaces renderer: use 16th power specular instead of 8th power (LordHavoc)
+1 cleanup darkplaces loader: add palette conversion capabilities to Image_CopyMux
+1 cleanup darkplaces memory: add Mem_AllocNoClear function, and use it where possible, if developer is on it should clear with random garbage
+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: add cvars to control lighting quality to allow performance tradeoffs; r_shadow_ options for use of dot3 shading, etc
+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 docs: write docs about in_bind/in_bindmap in readme (shadowalker)
+1 feature darkplaces input: finish porting Quake2 keyboard stuff (Rick, FrikaC)
+1 feature darkplaces loader: load separate _lower.tga and _upper.tga sky textures to allow resolutions other than 128x128 per layer (Idot)
+1 feature darkplaces loader: make the rtlight entity loader support a rtlight entity to be used for lightstyles in q3bsp, these would render in both normalmode and realtime mode, but not actually be dlights (Kazashi)
+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 networking: hexdump the replies to the packet command? (Spike)
+1 feature darkplaces particles: add a vertical splash effect to raindrop splashes, not just the ring (Stribbs)
+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, this could also fix q3bsp sky collisions?
+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, Michael Miller, Vondur)
+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 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 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)
+2 bug darkplaces renderer: some polygons are not being lit by compiled rtlights in start.bsp, uncompiled rtlights work fine
+2 bug darkplaces rtlights: light entity import should support spotlights and generate cubemaps for their cone angles as needed
+2 bug darkplaces server: getlight builtin should consider lightstyles (Sajt)
+2 bug darkplaces testing: make sure Zerstoerer works (Chris Kemp, Kaotic))
+2 change darkplaces client: PRYDON_CLIENTCURSOR should be able to click on sprites, make sure it collides with the polygons in the current orientation (FrikaC)
+2 change darkplaces renderer: use GLSL for bloom to improve color quality (Justin Thyme)
+2 change darkplaces renderer: use GLSL for gamma correction when hardware gamma is not working
+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 font: cvar for console text size (Vermeulen)
+2 feature darkplaces client font: variable width font support using a character width file (FrikaC)
+2 feature darkplaces client: 'status' command player ip logging by nickname (sublim3)
+2 feature darkplaces client: add a cl_identifyplayer cvar to show the scoreboard name for the current cursor trace entity's .colormap (green)
+2 feature darkplaces client: add a message history for messagemode to allow you to retrieve old ones (green)
+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: http download and parse http://www.gameaholic.com/servers/qspy-quake for nq servers (Spike)
+2 feature darkplaces client: interpolate scale and alpha changes (Cheapy)
+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 client: make tab completion able to complete map names when using a map or changelevel command (Zenex)
+2 feature darkplaces client: qw skin loading/rendering
+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, Zenex)
+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: add some basic graphics/effects options profiles so that people can choose profiles like "Classic", "Modern", "Excessive", "Realistic", or any other profiles that make sense, may also need to reorganize the graphics/effects options menus to be a bit less confusing (Tron)
+2 feature darkplaces menu: implement menu_clearkeyconfig and menu_keyconfig and the corresponding menu (diGGer)
+2 feature darkplaces model: add model_exportobj console command to allow exporting a specified model as .obj (Randy)
+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: .float bulge; field which makes an entity larger by moving vertices along their normals, well known as the fatboy mutator in Unreal Tournament (Wazat)
+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 (II`cyan)
+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: q3 fog brush shaders (tZork)
+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 sdl: add joystick support
+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 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: add observer mode and a best N of (N-1)*teams+1 match system (carni)
+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: 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 dpmodel: add support for unnamed bones (Mitchell)
+3 bug dpmodel: fix dpmodel to compile v_HKmp5-sd (tell Riot)
+3 change darkplaces client: GAME_NEXUIZ: implement new hud and scoreboard based on http://www.quirkybastards.net/qmods/scoreboard.jpg except with deaths instead of lives, and map name instead of "be the last one alive" and remove the time string and map string at the bottom, instead showing the hud (Vermeulen)
+3 change darkplaces renderer: change q3 shader system to use fingerprinting of shader passes to identify what kind of shader it is (for example "OPAQUE reflection ALPHA texture MODULATE $lightmap" metal shaders, and "OPAQUE texture1 ALPHA texture2 MODULATE $lightmap" terrain blending shaders), this would allow any identifiable q3 shader to have per pixel lighting, with full rendering capability
+3 change darkplaces renderer: change texture manager to use a flat array with sequence purging on level change after stale models are unloaded, sequence marking and a flat array would allow reuse of textures by multiple models, multiple skins within a model, or even multiple texinfo structures in q3bsp
+3 change darkplaces renderer: load q3 shader information at level load, and allow all models to use them
+3 change darkplaces sound/render: change r_refdef calculations to happen before CL_UpdateScreen, and then move S_Update before CL_UpdateScreen to slightly improve sound latency issues, and then eliminate sound_spatialized variable
+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 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: load .skin files for bsp files to allow per-map texture overrides (Spike)
+3 feature darkplaces loader: load .skin files for sprite files to allow per-frame texture overrides (Spike)
+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: .string drawtext; displays the specified message (up to 31 characters) centered at the origin of this entity, for qc based menus and titles on things inside the world, also .float drawtextscale which defines character height and .float drawtextflags with DRAWTEXTFLAG_ORIENTED DRAWTEXTFLAG_UPRIGHTFACING DRAWTEXTFLAG_ALIGNTOP DRAWTEXTFLAG_ALIGNBOTTOM DRAWTEXTFLAG_ALIGNLEFT DRAWTEXTFLAG_ALIGNRIGHT, defaults to view parallel (like typical sprites) and centered alignment horizontally and vertically, also note colormod, and the effects flags EF_ADDITIVE EF_FULLBRIGHT (it is lit by default) EF_NODEPTHTEST EF_SELECTABLE apply to this (Wazat)
+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/loader: add RBSP map support (modified q3bsp with lightstyles) (Kazashi)
+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: create collision brushes from q1bsp clip hulls, and make them display when using r_drawcollisionbrushes (Aardappel)
+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: implement steep parallax mapping with self shadowing and depth options: http://graphics.cs.brown.edu/games/SteepParallax/ (Kazashi, Randy)
+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 to achieve perfect transparency sorting by encoding them as a BSP tree to cause all to be split by eachothers' planes, or at least try recursively splitting each one by all of the previous accepted transparent polygons, the BSP encode method is still probably too slow to use but is worth trying, and the other method is even slower (Kazashi)
+3 feature darkplaces renderer: try two-cubemap approach to specular lighting math on GF3 path (Black)
+3 feature darkplaces sdl: make and submit a patch to add vsync control to libSDL
+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 feature nexuiz qc: add clanring-style menus and match settings
+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)
+3 optimization darkplaces renderer: use zpass (without front/back caps) shadowing for a speed gain if entity box is outside a frustum made from the light to the view's nearclip polygon edges, which determines whether the shadow would be casting directly onto the view surface (Tomaz)
+3 optimization darkplaces server: make SV_ClipMoveToWorld cache trace results somehow for a speed gain in masque.bsp
+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 demo: ability to record demos while already connected (green)
+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 rtlights: add a directional flag which makes the light cast along X only, rather than spherically, angles can be used to make it point at things, this will also affect shadow volumes, so portal clipping enhancements are needed, and non-uniform scaling is needed (Zombie)
+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 console: r_textutf8 cvar (to parse UTF-8 codes), should affect all text rendering, using multiple conchar images for different groups of 256 characters (VorteX)
+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 Mac filesystem: on Mac dlopen is not finding dylib files alongside the executable, do a more thorough search (Zenex)
+d bug darkplaces Mac filesystem: on Mac init the basedir to argv[0] truncated to not include the *.app/ part of the path onward (Zenex)
+d bug darkplaces SDL input: changing video mode causes it to ignore all character events from then on
+d bug darkplaces X11 keyboard: make sure that the XLookupString code is not little endian specific (Elric, jitspoe)
+d bug darkplaces client/server: unable to control player in TAoV multiplayer (RenegadeC)
+d bug darkplaces client: GAME_NEXUIZ spews a number of warnings about gfx/ images not being found (Vermeulen)
+d bug darkplaces client: cl_beams_relative is behaving really badly with cl_movement prediction
+d bug darkplaces client: cl_beams_relative is sometimes drawing beams from '0 0 0' (VorteX)
+d bug darkplaces client: cl_movement 0 shouldn't be doing an input replay (SavageX)
+d bug darkplaces client: color codes are not supported in centerprint messages (Wazat)
+d bug darkplaces client: crosshair_static 0 breaks if self is EF_NODRAW (NecroPhil)
+d bug darkplaces client: disable vsync when doing a timedemo (Randy)
+d bug darkplaces client: do replay cl_movement queue each time a move is added, as this is called from the server packet parser, which can overwhelm the client with several packets in one frame, leading to a complete lockup until the level changes (Black)
+d 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)
+d bug darkplaces client: finale text during episode-end intermissions shows briefly in its entirety and all as one line (going off the screen), then disappears and begins typing slowly as it should (Sajt)
+d bug darkplaces client: make envmap command work with the corrected layout
+d bug darkplaces client: make server queries use a queue to avoid flooding out queries too fast (Willis)
+d bug darkplaces client: missing bolt/beam models should not produce warnings
+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 commands: say command is not posting to server console (Vermeulen)
+d bug darkplaces console: $variable expansion is not working on forwarded commands like "say I'm $_cl_name", it does work on local commands like set (esteel, Black)
+d bug darkplaces console: alias test "echo 1";test;echo 2 should print 1 then 2, not 2 then 1 or an error (div0, FrikaC)
+d bug darkplaces console: chat messages are showing up in brown quake characters and having ^7 and such printed literally
+d bug darkplaces console: console script lines that are too long (1024+ characters) crash (NecroPhil, Black)
+d bug darkplaces console: inserting characters in the commandline is not adding a nul terminator to the commandline, resulting in lots of trash from older commandlines suddenly showing up (Spike)
+d bug darkplaces console: make map listing read the .ent files for map names
+d bug darkplaces console: rapid printing (like cvarlist) is somehow being truncated when printing to the terminal (div0)
+d bug darkplaces general: make all text parsing routines support Mac newlines; \r with no \n (Zenex)
+d bug darkplaces hud: sometimes texture borders wrap, causing annoying seams at the edges of pics, use TEXF_CLAMP
+d bug darkplaces init: only print "Playing shareware version." notice if running GAME_QUAKE (MrBIOS)
+d bug darkplaces input: buttons 4 and 5 on a mouse are acting like mwheel (Kedhrin)
+d bug darkplaces input: centerview command isn't doing anything until console is activated, it should begin the pitch drift immediately as in quake (Sajt)
+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 loader: unlit q1bsp maps are showing as black rather than fullbright... again.
+d bug darkplaces makefile: build nexuiz.exe using nexuiz.rc (Vermeulen)
+d bug darkplaces menuvm: menu input focus is lost if a map command occurs while in menu, even if it fails the menu still lost focus and is unusable until closed and reopened with escape key (Black, 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 particles: cl_particles_quality is affecting lifetime of decals, it should not
+d bug darkplaces physics: corpses/gibs are not riding down e1m1 lift (scar3crow)
+d bug darkplaces physics: test TecnoX and find the frikbot crash in SV_Physics (KrimZon)
+d bug darkplaces physics: the zombie lift in e3m2 before the gold key is not working (scar3crow)
+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: getting packetlog overflow warnings again, but WHY? (daemon, SavageX)
+d 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
+d bug darkplaces protocol: models sometimes staying in nexuiz after a big battle, entities that don't exist on the server anymore (Spike)
+d bug darkplaces protocol: something is causing things like tracers to sometimes stay indefinitely (Vermeulen)
+d bug darkplaces prvm: assignment to world is not producing an error after world spawn stage (Spike)
+d bug darkplaces prvm: findchain/findchainfloat are corrupting things when trying to write to the .chain field (Kedhrin)
+d bug darkplaces prvm: findflags/findchainflags are server-specific, these should be moved into the generic progs commands
+d bug darkplaces prvm: the merged remove is causing a Host_Error on already removed entities, which happens in id1 start.bsp (RenegadeC)
+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/server: scaled sprites (or possibly all models) are getting culled as if they were not scaled (KrimZon)
+d bug darkplaces renderer: add r_shadow_glsl_geforcefxlowquality cvar to make make GLSL shaders use "half" data type, automatically set this if on GFFX (MauveBib, SavageX)
+d bug darkplaces renderer: alternate anims are not showing up in wall renderer - they are working for rtlights however (LordHavoc)
+d bug darkplaces renderer: animated textures are not being lit by static rtlights
+d 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)
+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: colormap rendering not working on rtlighting passes, resulting in black pants/shirt
+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: entity culling is ignoring entity scale (daemon)
+d bug darkplaces renderer: envmap command includes the hud in the screenshots, bad!
+d bug darkplaces renderer: fix q3bsp fogging (Sajt)
+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: gl_max_size is affecting bloom (causing a black screen when gl_max_size is less than the screen dimensions) (Willis)
+d bug darkplaces renderer: glsl lighting path is not using GL_SRC_ALPHA, GL_ONE
+d bug darkplaces renderer: in full rtlighting mode, deluxemapping gloss still shows up (the diffuse and ambient does not)
+d bug darkplaces renderer: make rtlights properly affect transparent models (romi)
+d bug darkplaces renderer: opaque water (r_wateralpha 1) is not being lit by rtlights (Sajt)
+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: r_glsl 1 mode has black grapple beam in nexuiz (SavageX)
+d bug darkplaces renderer: reverse corona traceline direction so that a player in solid can see coronas (Urre)
+d bug darkplaces renderer: shadow volumes from q3bsp brush models are broken, maybe inverted or something (Vermeulen)
+d bug darkplaces renderer: text coloring is only affecting the first line of messagemode text (LordHavoc)
+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 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: 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 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: 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: 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: sending unused lightstyles in serverinfo packet is silly (Spike)
+d bug darkplaces server: stepping while jumping is setting FL_GROUND (allowing the quake2 doublejump bug)
+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: spatialization bug occurs in The Ascension of Vigil, making all player and monster sounds far to the right (RenegadeC)
+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: shouldn't get double kill for killing something and its corpse (Sajt)
+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 some particles to teleportsplash (Uffe)
+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 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: 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: 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 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 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 general: get rid of fs_filesize, use parameters/local variables instead (Randy)
+d cleanup darkplaces general: replace qbyte with unsigned char (Randy)
+d cleanup darkplaces loader: merge msurface_t/q3mface_t, mleaf_t/q3mleaf_t, and mnode_t/q3mnode_t
+d cleanup darkplaces server: modify q3bsp traceline code to eliminate unused cases like point testing in traceline
+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)