0 darkplaces client: add cvars to control lighting quality to allow performance tradeoffs; r_shadow_ options for use of dot3 shading, etc
0 darkplaces client: corona on your own muzzleflash is annoying when looking down because it can be seen (flum)
0 darkplaces client: default to -dinput mode to try to fix the stuttering input problem with gl_finish 0 mode (Kinn, Urre, romi)
+0 darkplaces client: detect 5x4 video aspect ratio modes (such as 1280x1024) and set a 0.9375 pixel aspect (which is (1280/1024)/(1280/960)) when these modes are active?
0 darkplaces client: figure out why GDI input has stuttering problems with gl_finish 0 mode (Kinn, Urre, romi, Spike, Black)
0 darkplaces client: fix 'no such frame 0' warnings in prydon when examining wands in stores
0 darkplaces client: interpolate punchangle and punchvector from network (Sajt)
0 darkplaces client: make server queries use a queue to avoid flooding out queries too fast (Willis)
0 darkplaces client: rain drops should splash when they hit (Tomaz, Carni)
0 darkplaces collision: Mod_Q3BSP_TraceBrush_RecursiveBSPNode can be optimized to take a clipflags parameter like R_Q3BSP_RecursiveworldNode (Vic)
+0 darkplaces console: add DP_CON_SET and DP_CON_SETA extensions to describe the set and seta commands
0 darkplaces console: add a cvar which sets the start map name so that mods can set their own instead of using "start" or needing to modify the engine (Urre, Elric, Vermeulen)
0 darkplaces console: bug: when logging using log_file and log_sync 0, setting log_file back to "" does not close the file until another message is posted?
0 darkplaces docs: write docs about in_bind/in_bindmap in readme (shadowalker)
0 darkplaces protocol: makebubble effect, ask DrLabMan for details (shadowalker)
0 darkplaces protocol: server should send slowmo to client somehow (Vermeulen)
0 darkplaces protocol: server should send sv_gravity to client somehow (Vermeulen)
+0 darkplaces renderer bug: q3bsp alpha shaders are not being lit? (Cheapy)
+0 darkplaces renderer bug: q3bsp ignoring EF_ADDITIVE on opaque surfaces such as Nexuiz teleporters? (Vermeulen)
0 darkplaces renderer: add per-entity PolygonOffset to renderer, to allow zfighting bmodel/world glitches to be fixed, this has to affect all rendering involving the entity, including light/shadow (Tomaz)
0 darkplaces renderer: add procedural ripple distortion texture of some sort for use with envmap reflections (FrikaC)
0 darkplaces renderer: add r_shadow_light_polygonoffset and polygonfactor cvars for lighting polygons (Diablo-D3)
0 dpzoo.map: thief-like area to sneak past a guard who can easily kill you (shambler?) to demonstrate lightlevel checking
0 hmap2 -qbsp: add ORIGIN brush support in bmodel compilation (Carni)
0 hmap2: add CAULK texture support - delete surfaces using this texture, or at least don't link them (Tomaz)
+0 hmap2: figure out why there is a subtle difference between bmodel lighting and wall lighting, something to do with nudges causing different attenuation? (Urre)
0 hmap2: make sure seconds reports in all tools don't print secondssss when they're printing shorter and shorter updates (FrikaC)
0 lhfire: make a lhfire.txt and move the scripting info to it, add some more general explanation and tips
0 revelation: change the wabbit kill message to " was hunting wabbit but shot " " instead"