- 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)
- 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 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 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)
1 feature lhfire: add percentage and estimated time reporting to console output (daniel_hansson@telia.com)
1 feature lhfire: post lhfire_gui build
1 feature lhfire: prepare example scripts for release
1 feature lhfire: add percentage and estimated time reporting to console output (daniel_hansson@telia.com)
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 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)
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: 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: r_wateralpha 0.9 is invisible on r_glsl 0;gl_combine 0 path (Lardarse]
d bug darkplaces renderer: r_wateralpha 1 water that has lightmapping is black in r_shadow_realtime_world 1 mode, but only if the map was loaded in r_shadow_realtime_world 1 mode, if started in 0 and then going to 1 it does not have black water, this is probably lightmap updates not occurring in rtworld mode (mrinsane)
d bug darkplaces renderer: r_wateralpha on maps that are not watervised shows sky, this is a known glquake bug but it is fixable in darkplaces at load time by marking opposite-content (water-empty, empty-water) leafs as visible in their pvs sets, this involves checking the portal flow... (knghtbrd)
d bug darkplaces renderer: r_wateralpha 0.9 is invisible on r_glsl 0;gl_combine 0 path (Lardarse]
d bug darkplaces renderer: r_wateralpha 1 water that has lightmapping is black in r_shadow_realtime_world 1 mode, but only if the map was loaded in r_shadow_realtime_world 1 mode, if started in 0 and then going to 1 it does not have black water, this is probably lightmap updates not occurring in rtworld mode (mrinsane)
d bug darkplaces renderer: r_wateralpha on maps that are not watervised shows sky, this is a known glquake bug but it is fixable in darkplaces at load time by marking opposite-content (water-empty, empty-water) leafs as visible in their pvs sets, this involves checking the portal flow... (knghtbrd)
f feature dpmod: include .vis files for all id1 maps - this idea rejected due to lack of .vis support and download size
f hqbsp: CreateBrushFaces should use RadiusFromBounds for its rotation box code, but hmap is obsolete (Vic)
f optimization darkplaces renderer: change water distortion textures from multiple 2D textures to one 3D texture for smoother animation (Tomaz)
f feature dpmod: include .vis files for all id1 maps - this idea rejected due to lack of .vis support and download size
f hqbsp: CreateBrushFaces should use RadiusFromBounds for its rotation box code, but hmap is obsolete (Vic)
f optimization darkplaces renderer: change water distortion textures from multiple 2D textures to one 3D texture for smoother animation (Tomaz)
-f optimization darkplaces visibility: R_Q3BSP_RecursiveWorldNode should take clipflags parameter and do not cull a node against a plane if the parent node is totally on one side of the plane (Vic)
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+f optimization darkplaces visibility: R_Q3BSP_RecursiveWorldNode should take clipflags parameter and do not cull a node against a plane if the parent node is totally on one side of the plane (Vic)