0 darkplaces: make sure that sky works without a valid size (just treat it as single layer clouds or non-animated) (tell Vermeulen)
0 darkplaces: make sure that the fragment allocator can upload a full size block that uses the entire image, this may involve width/height comparisons needing a + 1 (fuh)
0 darkplaces: 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)
0 darkplaces: make sure zym code is rendering at correct brightness, it's too dark in nexuiz (Vermeulen)
0 darkplaces: memory pools should be able to be nested multiple levels (Vic)
0 darkplaces: mini scoreboard (the deathmatch overlay) shows player names multiple times in some cases?
0 darkplaces: make sure that sky works without a valid size (just treat it as single layer clouds or non-animated) (tell Vermeulen)
0 darkplaces: make sure that the fragment allocator can upload a full size block that uses the entire image, this may involve width/height comparisons needing a + 1 (fuh)
0 darkplaces: 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)
0 darkplaces: make sure zym code is rendering at correct brightness, it's too dark in nexuiz (Vermeulen)
0 darkplaces: memory pools should be able to be nested multiple levels (Vic)
0 darkplaces: mini scoreboard (the deathmatch overlay) shows player names multiple times in some cases?