- todo: difficulty ratings are: 0 = trivial, 1 = easy, 2 = easy-moderate, 3 = moderate, 4 = moderate-hard, 5 = hard, 6 = hard++, 7 = nightmare, d = done, -d = done but have not notified the people who asked for it, f = failed, -f = failed but have not notified the people who asked for it
-d bug darkplaces d3d9: drawsetcliparea not working right - seems to be Y-flipped, this also affects menus in Steelstorm (VorteX)
-d bug darkplaces d3d9: overbright particles get weird colors (VorteX)
+0 optimize darkplaces renderer: get rid of attenuation texture on lights because math is faster, add fastpath for no normalmap (Lava_Croft)
+0 bug darkplaces filesystem: -game nehahra does not load properly; menu does not work properly - probably not activating gamemode
0 bug darkplaces client csqc: CSQC_InputEvent is supposed to handle mouse movement, compare to FTEQW code (avirox)
0 bug darkplaces client csqc: engine prediction function is not implemented - could just return the engine's current cl.movement_origin (Spike)
0 bug darkplaces client csqc: entities not being drawn with VF_PERSPECTIVE 0? (daemon)
0 bug darkplaces qw: tf skins not working (xavior)
0 bug darkplaces readme: it would be a very good idea to add documentation of sv_gameplayfix_* cvars in the readme as a means to run broken mods (xaGe)
0 bug darkplaces readme: readme says that q3 shaders are not supported, this is not true, describe the working features in detail (qqshka)
+0 bug darkplaces renderer deferred: scissoring artifacts are very obvious on shadowless lights, turn off scissor (Rock)
0 bug darkplaces renderer: GL13 path has broken handling of unlit surfaces in Nexuiz toxic.bsp - the small red light surfaces are black in GL13 path (m0rfar)
0 bug darkplaces renderer: coronas are not affected by fog (div0)
0 bug darkplaces renderer: if an animated model has transparent surfaces, each one calls RSurf_ActiveModelEntity, recomputing all vertices