0 bug darkplaces d3d9: alphatest not working (VorteX)
0 bug darkplaces d3d9: gamma not working (VorteX)
0 bug darkplaces d3d9: shadowmaps are clipped - does this mean r_shadows 2 or light shadowmaps? (VorteX)
+0 bug darkplaces d3d9: water/refraction/reflection/warp render scissor is wrong (SavageX)
0 bug darkplaces effects: add a cvar to disable colored dlights (leileilol)
0 bug darkplaces effects: dlights don't look anything like quake ones, bring back lightmap dlights as a cvar - with both classic and old dp falloff modes (leileilol)
0 bug darkplaces effects: quake mode blood trails don't have the appropriate slight gravity - there may be other effects missing this also (leileilol)
0 bug darkplaces loader: png loading crashes if the image is transparent (Urre)
0 bug darkplaces loader: q1bsp loader computes wrong submodel size for submodels with no surfaces, such as a func_wall comprised entirely of SKIP or CAULK brushes (neg|ke)
0 bug darkplaces memory: memstats doesn't account for memory used by VBO/EBO buffers in models
+0 bug darkplaces mobile: add a command to lock in current accelerometer axes as default orientation (calibrate), which the menuqc/csqc can call
+0 bug darkplaces mobile: add a landscape mode for mobile devices where width is > height, which changes 2D and 3D rendering orientation
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
d lhfire: post lhfire build with example scripts.
d litsupport: fix the one COM_HunkFile call that uses two parameters (glquake took one) and fix the few "//lit support begin" messages at the end of code blocks (metlslime)
d lmp2pcx: post new lmp2pcx build.
+d optimization darkplaces renderer: cache collision trace results for more performance in r_shadow_bouncegrid
d optimization darkplaces renderer: initialize more lighting state in R_Shadow_Stage_Light to reduce per-surface overhead (LordHavoc)
d optimization darkplaces renderer: rename r_shadow_glsl_geforcefxlowprecision to r_shadow_glsl_usehalffloat and enable it by default if the extension is present, it's about a 20% speed gain on GF6 compared to 5% on GFFX (SavageX)
d optimization darkplaces server: optimize pvs checking by caching pvs cluster indices corresponding to entity box (Sajt)