- 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 (Baalz) bug darkplaces input: figure out what's wrong with ctrl key in Linux, hitting character keys tends to do nothing, and holding a character key and then hitting ctrl tends to leave the character key stuck on, this sounds like a window manager issue, but somehow quake3 works around it (Baalz)
+-d (Black) bug darkplaces console: console script lines that are too long (1024+ characters) crash (NecroPhil, Black)
+-d (Edward Holness) feature darkplaces console: add condump command to output recent console history (note: wordwrap will remain, trailing spaces will be stripped though), and add it to the readme (Edward Holness)
-d (FrikaC) bug hmap2: make sure seconds reports in all tools don't print secondssss when they're printing shorter and shorter updates (FrikaC)
-d (Gilgamesh) feature darkplaces protocol: add back colormod extension (FrikaC, Uffe, Gilgamesh, Wazat)
-d (Gleeb) feature darkplaces server: add sv_playerphysicsqc cvar to allow engine to ignore SV_PlayerPhysics function, this would also have to change the reported extensions (Gleeb)
-d (Kinn, romi) bug darkplaces WGL client: default WGL input back to GDI, the DirectInput driver is malfunctioning, losing key release messages, stuttering mouse input, and lacks mouse wheel support (Wazat, Kinn)
-d (Mabus) bug darkplaces loading: test zlib support with entirely pk3'd id1 data (should crash because of zlib not being setup early enough - fix this) (Mabus)
-d (QuakeMatt) change darkplaces menu: remove gl_combine from menu as it's not saved to config and really shouldn't be changed except when debugging drivers (QuakeMatt)
--d (Randy) cleanup darkplaces general: get rid of fs_filesize, use parameters/local variables instead (Randy)
+-d (Sajt) bug darkplaces client: finale text during episode-end intermissions shows briefly in its entirety and all as one line (going off the screen), then disappears and begins typing slowly as it should (Sajt)
+-d (Sajt) bug darkplaces input: centerview command isn't doing anything until console is activated, it should begin the pitch drift immediately as in quake (Sajt)
-d (Speedy) feature darkplaces init: add -demolooponly option which makes escape key quit, and disables all other keys (Speedy)
--d (Supa) bug darkplaces server: add TE_FLAMEJET builtin and add extension (Supajoe)
-d (Toddd) bug darkplaces client: fix gl_flashblend, it's still drawing rtdlights even when gl_flashblend is on (Toddd)
-d (flum) bug darkplaces client: corona on your own muzzleflash is annoying when looking down because it can be seen, disable corona on all muzzleflashes (flum)
-d (mashakos) bug darkplaces input: fix the mouse move when console is raised in glx, probably by ignoring the first move after console raise (mashakos)
-d (romi) feature darkplaces editlights: add coronasize setting to rtlights (romi)
+-f (James D) bug darkplaces server: losing runes on episode completion, completing episode 1 then 2 then 3 causes it to forget 1, then 4 causes it to forget 2 and 3, making it impossible to open the boss gate (James D)
+-f (Sajt) bug darkplaces client: fix cl_bobmodel bug which momentarily jolts the gun when you pass through a trigger, pick up an item, etc (Sajt)
+-f (Wazat) bug darkplaces: client's slowmo detection (measuring packet times and comparing to game time changes) may be making the game unpleasant (Wazat)
-f (romi) bug darkplaces renderer: r_editlights 1 causes crashes on level change 40% of the time? (romi)
-0 bug darkplaces WGL client: figure out why GDI input has stuttering problems with gl_finish 0 mode (Kinn, Urre, romi, Spike, Black)
-0 bug darkplaces WGL client: fix GDI input init/shutdown, it is using weird mouse acceleration and not restoring it on exit (innovati)
-0 bug darkplaces WGL/GLX/SDL client bug: if sound is unavailable (causing a freeze waiting for it to become available), the config is reset (SavageX)
-0 bug darkplaces bsd filesystem: read() is failing (not returning the requested amount) on freebsd when reading files, whether actual files or in a pk3 - somehow it is still able to read the pk3 zip directory though (suminigashi, Elric)
+-f (romi) bug darkplaces renderer: rtlight "style" values are broken, e1m6 trap hall for example (romi)
+-f (romi) bug darkplaces renderer: the quake logo shadow is missing in e1m5 rtlights, too much vis optimization... (romi)
0 bug darkplaces capturevideo: cl_capturevideo 1 with sound off is not locking the framerate of a server (Vermeulen)
0 bug darkplaces client: GAME_NEHAHRA: make sure cutscenes and movies work, got a report of seeing a black screen (NightFright)
-0 bug darkplaces client: cl_beams_relative is sometimes drawing beams from '0 0 0' (VorteX)
-0 bug darkplaces client: crosshair_static 0 breaks if self is EF_NODRAW (NecroPhil)
-0 bug darkplaces client: finale text during episode-end intermissions shows briefly in its entirety and all as one line (going off the screen), then disappears and begins typing slowly as it should (Sajt)
-0 bug darkplaces client: fix cl_bobmodel bug which momentarily jolts the gun when you pass through a trigger, pick up an item, etc (Sajt)
-0 bug darkplaces client: lightning beam following owner is not working well with cl_movement mode
-0 bug darkplaces client: unknown command char 0 error does not print shownet history and such (KadaverJack)
-0 bug darkplaces collisions: curve collisions sometimes catch on the lip of the edge, pushing into the curved back wall around certain jumppads in Nexuiz for example consistently gets stuck just below the ledge (HReaper)
-0 bug darkplaces command: "rate", "playermodel", "playerskin", "pmodel" commands can spam server console with usage statements (Spike)
-0 bug darkplaces console: $* expansion should not include $0 (Black)
-0 bug darkplaces console: $variable expansion is not working on forwarded commands like "say I'm $_cl_name", it does work on local commands like set (esteel, Black)
-0 bug darkplaces console: chat messages are showing up in brown quake characters and having ^7 and such printed literally
-0 bug darkplaces console: console script lines that are too long (1024+ characters) crash (NecroPhil, Black)
-0 bug darkplaces console: 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 bug darkplaces crash: q3dm2 and q3dm11 crash (Stribbs)
-0 bug darkplaces fs: invalid pk3 archives prevent engine from starting (Willis)
-0 bug darkplaces input: centerview command isn't doing anything until console is activated, it should begin the pitch drift immediately as in quake (Sajt)
-0 bug darkplaces linux client: when clicked in a file manager it does not find the data directories as the working directory is not set, do a proper search for valid data directories in multiple paths, such as working directory, executable path, etc (Randy)
+0 bug darkplaces input: buttons 4 and 5 on a mouse are acting like mwheel (Kedhrin)
0 bug darkplaces loader: check for out of bounds lump data ranges in maps (FrikaC)
0 bug darkplaces loader: check for truncated sound files (FrikaC)
0 bug darkplaces loader: nexuiz loading a level often loops part of the map's music during loading, this is probably an extra Host_Frame being executed during loading, where it shouldn't be (Vermeulen)
0 bug darkplaces loader: occasional crash due to memory corruption when doing "deathmatch 1;map start" during demo loop (Willis)
-0 bug darkplaces makefile: add icon to windows sdl builds (RenegadeC)
-0 bug darkplaces nexuiz: can't open console when in nexuiz menu (stahl)
0 bug darkplaces particles: cl_particles_quality is affecting lifetime of decals, it should not
-0 bug darkplaces physics: corpses/gibs are not riding down e1m1 lift (scar3crow)
-0 bug darkplaces physics: figure out why monsters keep making fall pain sound after they've landed in dpmod (Cruaich)
-0 bug darkplaces physics: q3bsp collisions are still glitchy, particularly gunshots hitting thin air near brushes, even with mod_q3bsp_optimizedtraceline 0, test in dpdm2r by shooting down through gaps in the architecture around the top platform (Vermeulen)
-0 bug darkplaces physics: test TecnoX and find the frikbot crash in SV_Physics (KrimZon)
-0 bug darkplaces physics: the zombie lift in e3m2 before the gold key is not working (scar3crow)
-0 bug darkplaces protocol: GAME_NEXUIZ: view sometimes stuck on its side while playing (update: this is not related to cl.viewangles, it's something else): http://www.digitalfunk.org/brewdles/Nexuiz/nexuiz000001.jpg (Brewdles)
-0 bug darkplaces protocol: it's possible to get a "received signon 1 when at 1" error in singleplayer when restarting level, perhaps this relates to very low framerate
-0 bug darkplaces protocol: sometimes players are invisible in nexuiz, showing only their gun model, this may be related to svc_precache messages not being sent during signon (Vermeulen)
-0 bug darkplaces prvm: add back the leak checking http://cvs.icculus.org/cvs/twilight/darkplaces/prvm_cmds.c?r1=1.67&r2=1.68 (Black)
-0 bug darkplaces prvm: bounds check function statement values to prevent qc from jumping to arbitrary memory (Spike)
-0 bug darkplaces renderer or server: EF_NODEPTHTEST sometimes disappears when not in pvs (Urre)
-0 bug darkplaces renderer/server: scaled sprites (or possibly all models) are getting culled as if they were not scaled (KrimZon)
-0 bug darkplaces renderer: Morphed's colormapping experiments in nexuiz show a difference in gloss color with GLSL vs dot3 path, http://img494.imageshack.us/img494/8745/nexuiz0000258lf.jpg http://www.nexuiz.com/forums/index.php?showtopic=1531 - and apparently it looks right or wrong depending on view point, suddenly switching (Morphed)
-0 bug darkplaces renderer: VP oriented sprites are not using the left/right vectors correctly as demonstrated in dpspbug.avi (Cheapy)
-0 bug darkplaces renderer: animated textures are not being lit by static rtlights (LordHavoc)
-0 bug darkplaces renderer: do bloom effect before world crosshair and coronas and things (KrimZon)
-0 bug darkplaces renderer: gl_max_size is affecting bloom (causing a black screen when gl_max_size is less than the screen dimensions) (Willis)
-0 bug darkplaces renderer: lit sprites (which use R_CompleteLightPoint) are being lit blue by glow_color 108 dlights (Cheapy)
-0 bug darkplaces renderer: make sure that the texture fragment allocator can upload a full size block that uses the entire image, this may involve width/height comparisons needing a + 1 (fuh)
-0 bug darkplaces renderer: make sure that unlit maps show up fullbright (Wazat)
0 bug darkplaces renderer: monsters teleporting in really slow down rendering, perhaps the teleport light is casting huge shadows? new information suggests it is the particles. (romi, lcatlnx)
0 bug darkplaces renderer: opaque water (r_wateralpha 1) is not being lit by rtlights (Sajt)
0 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)
-0 bug darkplaces renderer: reverse corona traceline direction so that a player in solid can see coronas (Urre)
-0 bug darkplaces renderer: rtlight "style" values are broken, e1m6 trap hall for example (KGB|romi)
-0 bug darkplaces renderer: the quake logo shadow is missing in e1m5 rtlights, too much vis optimization... (KGB|romi)
-0 bug darkplaces renderer: vertex normals seem to be generated backwards (LordHavoc)
-0 bug darkplaces rtlights: light entity import should spawn lights at torch origin so that it does not cast a shadow
-0 bug darkplaces server: .colormap is not being set on DP_SV_BOTCLIENT entities the first time, but if removed and spawned again it is set (Urre)
-0 bug darkplaces server: DP_SV_BOTCLIENT is somehow failing to set .colormap, but HOW?? (Urre)
-0 bug darkplaces server: PF_vectorvectors is broken, given a v_forward from makevectors (not using roll) it does not give the same v_right and v_up vectors (VorteX)
-0 bug darkplaces server: apparently MOVETYPE_WALK on non-players is frequently resetting origin to oldorigin, why does it think it's in solid? (Wazat)
-0 bug darkplaces server: change maxplayers to be a cvar, and post a warning if it changes during a game saying it won't take effect until the next map command
-0 bug darkplaces server: figure out what's breaking RenegadeC's TAOV monster jump code (RenegadeC)
-0 bug darkplaces server: getlight builtin should consider lightstyles (Sajt)
-0 bug darkplaces server: losing clientcolors somehow during connect in dpmod
-0 bug darkplaces server: losing player colors on join (LordHavoc)
-0 bug darkplaces server: losing runes on episode completion, completing episode 1 then 2 then 3 causes it to forget 1, then 4 causes it to forget 2 and 3, making it impossible to open the boss gate (James D)
-0 bug darkplaces server: ping should work from server console
-0 bug darkplaces server: silver key missing in the map Menkalinan at http://quakemaps.nm.ru/maps2.html (zarquon)
-0 bug darkplaces: client's slowmo detection (measuring packet times and comparing to game time changes) may be making the game unpleasant (Wazat)
-0 bug darkplaces: if progdefs.h is out of date it causes a Sys_Error, after clicking OK on the message box the engine crashes, probably something to do with partially loaded progs (Sajt)
+0 bug darkplaces server: EntityFrame5_WriteFrame packetlog overflow every few seconds (LordHavoc)
0 bug dpmod: allow selection of weapons with secondary ammo but no primary ammo, and switch away if trying to fire primary ammo you don't have (romi)
0 bug dpmod: chthon stops attacking in coop if shot enough
0 bug dpmod: crash when dog attacks you in dpdm2 deathmatch 7 with bots present (Zombie13)
0 bug dpmod: monsters falling out of level? (Sajt)
0 bug dpmod: monsters shouldn't constantly do sightsounds on a slain player, it's annoying and silly
0 bug dpmod: respawning doesn't stop burning (innovati)
+0 bug dpmod: respawning on fire
0 bug dpmod: shouldn't get double kill for killing something and its corpse (Sajt)
0 bug dpmod: test for any unnamed death messages that might be happening
0 bug hmap2 -qbsp: errors still occur in mrinsane's newmap.map file, tyrqbsp does not have these problems (mrinsane)
0 bug hmap: strip .map extension from filename if present
0 bug nexuiz qc: you can bunnyhop faster with lower sys_ticrate values (like 0.02 instead of 0.05), test in nexdm16
0 change darkplaces client: GAME_NEXUIZ: implement new hud and scoreboard based on http://www.quirkybastards.net/qmods/scoreboard.jpg except with deaths instead of lives, and map name instead of "be the last one alive" and remove the time string and map string at the bottom, instead showing the hud (Vermeulen)
-0 change darkplaces client: PRYDON_CLIENTCURSOR should be able to click on sprites, make sure it uses a minimal bounding box for viewmodelforclient sprites to avoid 'slop' area around a sprite (FrikaC)
-0 change darkplaces client: reduce number of particles used, and particle limit, to save some memory (LordHavoc)
+0 change darkplaces client: tone down scrag and hell knight shot trails, make them more of a particle trail like the original quake trails, perhaps small glittering green particles and such
0 change darkplaces extensions: edit FRIK_FILE documentation to mention that fgets uses its own separate buffer, so only one fgets can be done at a time without uzing strzone, but that darkplaces uses standard tempstrings for fgets (it doesn't - change it!) and mention DP_QC_MULTIPLETEMPSTRINGS (FrikaC)
0 change darkplaces extensions: edit FRIK_FILE documentation to mention that strcat uses its own separate buffer, and that a = strcat(a, b);a = strcat(a, c); works correctly despite this, also mention that in DP strcat uses standard tempstrings, and mention DP_QC_MULTIPLETEMPSTRINGS (FrikaC)
+0 change darkplaces general: make r_speeds show timings for other subsystems such as client, sound, server, network (Carni)
0 change darkplaces menu: move all options into a submenu so that people won't keep ignoring the other submenus
0 change darkplaces networking: make darkplaces detect its *public* client port from master server and send that in nq connect messages (wallace)
0 change darkplaces protocol: PRYDON_CLIENTCURSOR should use a stat and .prydoncursor field instead of the cl_prydoncursor cvar, because stuffcmd is a bit icky (FrikaC)
-0 change darkplaces protocol: document the TEI stuff used in Nexuiz? check telejano site first (Sajt)
-0 change darkplaces protocol: send cvar commands to client to set cl_movement_* cvars and cl_slowmo and cl_gravity (Vermeulen)
-0 change darkplaces prvm: make strzone and other builtins able to take multiple varargs strings like strcat and others do (KrimZon)
-0 change darkplaces renderer: add gunshot (shotgun pellet) and nail (spike) decals to the particlefont so that these can look different from explosions (Morphed)
-0 change darkplaces renderer: add r_shadow_realtime_world 2 mode (and update menu), make 1 only render rtlights if they came from a .rtlights file and mode 2 render them even if they were imported from the map, always render imported ones if editing mode is turned on (Willis)
-0 change darkplaces renderer: build a temporary msurface_t struct in model renderer and call map surface list renderer, eliminating model surface renderer (LordHavoc)
-0 change darkplaces renderer: make "sky" keys in worldspawn override q3 sky shaders (Vermeulen)
-0 change darkplaces renderer: make attachments use their parent's origin for model lighting (Sajt)
-0 change darkplaces renderer: make meshqueue transparent sorting take a farclip instead of using 4096 (LordHavoc)
-0 change darkplaces renderer: use 16th power specular instead of 8th power (LordHavoc)
-0 change darkplaces renderer: use GLSL for bloom to improve color quality (Justin Thyme)
-0 change darkplaces renderer: write rendering functions that take msurface_t * lists and migrate most of renderer to them (LordHavoc)
-0 change darkplaces server: make dedicated server not load images (maybe all fail?)
-0 cleanup darkplaces memory: add Mem_AllocNoClear function, and use it where possible, if developer is on it should clear with random garbage
-0 feature darkplaces client: add cvars to control lighting quality to allow performance tradeoffs; r_shadow_ options for use of dot3 shading, etc
-0 feature darkplaces client: cvar for console text size (Vermeulen)
-0 feature darkplaces client: interpolate scale and alpha changes (Cheapy)
-0 feature darkplaces client: variable width font support using a character width file (FrikaC)
-0 feature darkplaces console: add condump command to output recent console history (note: wordwrap will remain, trailing spaces will be stripped though), and add it to the readme (Edward Holness)
-0 feature darkplaces docs: write docs about in_bind/in_bindmap in readme (shadowalker)
0 feature darkplaces editlights: split rtlight drawshadows option into drawworldshadows and drawentityshadows options, this allows combinations like no world shadows (for speed) but still having entity shadows (Mitchell, romi)
0 feature darkplaces loader: add hud_clearprecache and hud_precachepic commands to preload pics by name, these get reloaded by r_restart as well, mods can put a lot of these commands in their default.cfg to precache needed hud art (Tomaz)
-0 feature darkplaces loader: load .skin files for bsp files to allow per-map texture overrides (Spike)
-0 feature darkplaces loader: load .skin files for sprite files to allow per-frame texture overrides (Spike)
-0 feature darkplaces loader: load separate _lower.tga and _upper.tga sky textures to allow resolutions other than 128x128 per layer (Idot)
-0 feature darkplaces loader: make the rtlight entity loader support a rtlight entity to be used for lightstyles in q3bsp, these would render in both normalmode and realtime mode, but not actually be dlights (Kazashi)
0 feature darkplaces menu: add r_shadow_glsl_offsetmapping cvars to menu (Kedhrin)
-0 feature darkplaces menu: add some basic graphics/effects options profiles so that people can choose profiles like "Classic", "Modern", "Excessive", "Realistic", or any other profiles that make sense, may also need to reorganize the graphics/effects options menus to be a bit less confusing (Tron)
-0 feature darkplaces model: add model_exportobj console command to allow exporting a specified model as .obj (Randy)
0 feature darkplaces networking: add "packet serverip:port command" command to send out of band packets, and hexdump the replies (Spike)
-0 feature darkplaces particles: add a vertical splash effect to raindrop splashes, not just the ring (Stribbs)
-0 feature darkplaces particles: reimplement quake effects for a cl_particles_classic mode (Mr Fribbles, metlslime)
+0 feature darkplaces physics: add a sv_ cvar to disable demonland.wav when monsters fall, this would allow getting rid of the GAME_NEXUIZ check in that code
0 feature darkplaces protocol: add DP_GFX_QUAKE3MODELTAGS_ATTACHMENTTYPE extension to allow attachments to affect only origin or only orientation, and enable/disable client camera turning while attached (Urre)
0 feature darkplaces protocol: add DP_SENSITIVITYSCALE extension which scales sensitivity on client like viewzoom does, but without affecting fov, note if this is non-zero it overrides viewzoom sensitivity entirely, it does not scale it (Urre)
0 feature darkplaces protocol: add DP_TE_BUBBLES to make a burst of bubbles underwater (Supa, shadowalker)
0 optimization darkplaces visibility: R_Q1BSP_BoxTouchingPVS and R_Q3BSP_BoxTouchingPVS should check pvsframe on nodes as well as leafs (Vic)
0 optimization darkplaces: calculate worldmodel farclip (corner to corner radius) at load
0 revelation: change the wabbit kill message to " was hunting wabbit but shot " " instead"
+1 bug darkplaces WGL client: figure out why GDI input has stuttering problems with gl_finish 0 mode (Kinn, Urre, romi, Spike, Black)
+1 bug darkplaces WGL client: fix GDI input init/shutdown, it is using weird mouse acceleration and not restoring it on exit (innovati)
+1 bug darkplaces WGL/GLX/SDL client bug: if sound is unavailable (causing a freeze waiting for it to become available), the config is reset (SavageX)
+1 bug darkplaces bsd filesystem: read() is failing (not returning the requested amount) on freebsd when reading files, whether actual files or in a pk3 - somehow it is still able to read the pk3 zip directory though (suminigashi, Elric)
+1 bug darkplaces collisions: curve collisions sometimes catch on the lip of the edge, pushing into the curved back wall around certain jumppads in Nexuiz for example consistently gets stuck just below the ledge (HReaper)
+1 bug darkplaces command: "rate", "playermodel", "playerskin", "pmodel" commands can spam server console with usage statements (Spike)
+1 bug darkplaces console: $* expansion should not include $0 (Black)
+1 bug darkplaces console: when logging using log_file and log_sync 0, setting log_file back to "" does not close the file until another message is posted?
+1 bug darkplaces fs: invalid pk3 archives prevent engine from starting (Willis)
1 bug darkplaces input: fix stuck buttons during a level change (mercury82, tkimmet@ezworks.net) (further note: this is from the console becoming active temporarily and catching the key release when the player lets go during the loading stage, make it possible to release a button that was pressed before the console was activated, or make it execute -commands for all pressed binds when level starts)
+1 bug darkplaces linux client: when clicked in a file manager it does not find the data directories as the working directory is not set, do a proper search for valid data directories in multiple paths, such as working directory, executable path, etc (Randy)
+1 bug darkplaces makefile: add icon to windows sdl builds (RenegadeC)
+1 bug darkplaces nexuiz: can't open console when in nexuiz menu (stahl)
+1 bug darkplaces physics: q3bsp collisions are still glitchy, particularly gunshots hitting thin air near brushes, even with mod_q3bsp_optimizedtraceline 0, test in dpdm2r by shooting down through gaps in the architecture around the top platform (Vermeulen)
+1 bug darkplaces protocol: GAME_NEXUIZ: view sometimes stuck on its side while playing (update: this is not related to cl.viewangles, it's something else): http://www.digitalfunk.org/brewdles/Nexuiz/nexuiz000001.jpg (Brewdles)
+1 bug darkplaces protocol: sometimes players are invisible in nexuiz, showing only their gun model, this may be related to svc_precache messages not being sent during signon (Vermeulen)
+1 bug darkplaces prvm: add back the leak checking http://cvs.icculus.org/cvs/twilight/darkplaces/prvm_cmds.c?r1=1.67&r2=1.68 (Black)
+1 bug darkplaces prvm: bounds check function statement values to prevent qc from jumping to arbitrary memory (Spike)
+1 bug darkplaces renderer or server: EF_NODEPTHTEST sometimes disappears when not in pvs (Urre)
+1 bug darkplaces renderer: Morphed's colormapping experiments in nexuiz show a difference in gloss color with GLSL vs dot3 path, http://img494.imageshack.us/img494/8745/nexuiz0000258lf.jpg http://www.nexuiz.com/forums/index.php?showtopic=1531 - and apparently it looks right or wrong depending on view point, suddenly switching (Morphed)
+1 bug darkplaces renderer: VP oriented sprites are not using the left/right vectors correctly as demonstrated in dpspbug.avi (Cheapy)
1 bug darkplaces renderer: add r_shadow_light_polygonoffset and r_shadow_light_polygonfactor variables to work around multitexture depth issues on TNT cards (Urre)
+1 bug darkplaces renderer: do bloom effect before world crosshair and coronas and things (KrimZon)
+1 bug darkplaces renderer: lit sprites (which use R_CompleteLightPoint) are being lit blue by glow_color 108 dlights (Cheapy)
+1 bug darkplaces renderer: make sure that the texture fragment allocator can upload a full size block that uses the entire image, this may involve width/height comparisons needing a + 1 (fuh)
+1 bug darkplaces renderer: make sure that unlit maps show up fullbright (Wazat)
+1 bug darkplaces server: PF_vectorvectors is broken, given a v_forward from makevectors (not using roll) it does not give the same v_right and v_up vectors (VorteX)
1 bug darkplaces server: add DP_QC_ENDFRAME extension/documentation and post it on wiki (tell Uffe, Sajt)
+1 bug darkplaces server: apparently MOVETYPE_WALK on non-players is frequently resetting origin to oldorigin, why does it think it's in solid? (Wazat)
+1 bug darkplaces server: change maxplayers to be a cvar, and post a warning if it changes during a game saying it won't take effect until the next map command
1 bug darkplaces server: decide on an extension name for .ent loading and report it, also document in dpextensions (FrikaC, Gleeb, wiki)
+1 bug darkplaces server: figure out what's breaking RenegadeC's TAOV monster jump code (RenegadeC)
+1 bug darkplaces server: silver key missing in the map Menkalinan at http://quakemaps.nm.ru/maps2.html (zarquon)
+1 bug darkplaces: if progdefs.h is out of date it causes a Sys_Error, after clicking OK on the message box the engine crashes, probably something to do with partially loaded progs (Sajt)
1 bug hmap: qbsp dies from runaway allocations if a duplicate plane is found on a brush (Tomaz)
1 change darkplaces client: add some particles to teleportsplash (Uffe)
+1 change darkplaces client: reduce number of particles used, and particle limit, to save some memory (LordHavoc)
+1 change darkplaces protocol: document the TEI stuff used in Nexuiz (Sajt)
+1 change darkplaces protocol: send cvar commands to client to set cl_movement_* cvars and cl_slowmo and cl_gravity (Vermeulen)
+1 change darkplaces renderer: add gunshot (shotgun pellet) and nail (spike) decals to the particlefont so that these can look different from explosions (Morphed)
+1 change darkplaces renderer: add r_shadow_realtime_world 2 mode (and update menu), make 1 only render rtlights if they came from a .rtlights file and mode 2 render them even if they were imported from the map, always render imported ones if editing mode is turned on (Willis)
+1 change darkplaces renderer: make "sky" keys in worldspawn override q3 sky shaders (Vermeulen)
+1 change darkplaces renderer: make attachments use their parent's origin for model lighting (Sajt)
+1 change darkplaces renderer: use 16th power specular instead of 8th power (LordHavoc)
+1 change darkplaces renderer: write rendering functions that take msurface_t * lists and migrate most of renderer to them (LordHavoc)
1 cleanup darkplaces loader: add palette conversion capabilities to Image_CopyMux
+1 cleanup darkplaces memory: add Mem_AllocNoClear function, and use it where possible, if developer is on it should clear with random garbage
1 cleanup darkplaces renderer: make Host_Error call error reset functions on renderer subsystems? (models are already flushed)
1 feature darkplaces client: add cl_particles_blood_color_r and g and b cvars to control blood color (Asaki)
+1 feature darkplaces client: add cvars to control lighting quality to allow performance tradeoffs; r_shadow_ options for use of dot3 shading, etc
1 feature darkplaces client: change sort key in server browser using left/right arrows
1 feature darkplaces docs: fix lots of bugs and then retitle the website to get more publicity: DarkPlaces: Re-live Quake again...
+1 feature darkplaces docs: write docs about in_bind/in_bindmap in readme (shadowalker)
1 feature darkplaces input: finish porting Quake2 keyboard stuff (Rick, FrikaC)
+1 feature darkplaces loader: load separate _lower.tga and _upper.tga sky textures to allow resolutions other than 128x128 per layer (Idot)
+1 feature darkplaces loader: make the rtlight entity loader support a rtlight entity to be used for lightstyles in q3bsp, these would render in both normalmode and realtime mode, but not actually be dlights (Kazashi)
1 feature darkplaces menu: add in_bindmap support to bind menu; a selector for which bindmap is actively being shown and bound in the menu, and add bind entries for some bindmap commands (sajt)
+1 feature darkplaces particles: add a vertical splash effect to raindrop splashes, not just the ring (Stribbs)
+1 feature darkplaces particles: reimplement quake effects for a cl_particles_classic mode (Mr Fribbles, metlslime)
1 feature darkplaces protocol: add "sendcvar <cvarname>" command which executes on clients and forwards a "sentcvar <cvarname> <cvarvalue>" to the server, which the qc can catch (Urre)
1 feature darkplaces protocol: add DP_EF_CLIENTLOCKANGLES extension (prevents client from turning view, takes angles from entity) (Wazat for Battlemech, Sajt)
1 feature darkplaces protocol: add DP_SV_CLIENTFLASHPIC extension: a function void svc_clientflashpic(entity cl, float alpha, float fadetime, string picname), to flash a pic in the center of the client's screen, useful for 'Double Kill' awards and such (Tomaz)
2 bug darkplaces loader: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert)
2 bug darkplaces renderer: fix fogging in realtime lighting mode, need to split the shaders into two stages, this will also fix decal bugs with fog (Mitchell)
2 bug darkplaces renderer: make light checks use rtlights if in r_shadow_realtime_world 1 mode for consistency reasons on transparent models and such, as well as particles (romi)
+2 bug darkplaces renderer: some polygons are not being lit by compiled rtlights in start.bsp, uncompiled rtlights work fine
2 bug darkplaces renderer: transparent surfaces are not being lit by rtlights (Vermeulen)
2 bug darkplaces rtlights: light entity import should support spotlights and generate cubemaps for their cone angles as needed
+2 bug darkplaces server: getlight builtin should consider lightstyles (Sajt)
2 bug darkplaces testing: make sure Zerstoerer works (Chris Kemp, Kaotic))
+2 change darkplaces client: PRYDON_CLIENTCURSOR should be able to click on sprites, make sure it collides with the polygons in the current orientation (FrikaC)
+2 change darkplaces renderer: use GLSL for bloom to improve color quality (Justin Thyme)
+2 change darkplaces renderer: use GLSL for gamma correction when hardware gamma is not working
2 cleanup darkplaces console: add cvar callbacks and make net cvars have callbacks
2 cleanup darkplaces console: make commandline parsing use COM_ParseToken.
2 cleanup darkplaces console: 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)
2 cleanup darkplaces filesystem: add fs_datapath and fs_userpath cvars to better support Linux, this can be done by making each gamedir add both the basepath and userpath variants of the gamedir, and making sure the userpath one is last so it is used for writing (Mercury)
2 cleanup darkplaces memory: memory pools should be able to be nested multiple levels (Vic)
2 cleanup darkplaces menuvm: change menu qc key input to using string key names instead of numbers (the bind alias names should be able to do this) (Mercury, Black, Vermeulen)
+2 feature darkplaces client font: cvar for console text size (Vermeulen)
+2 feature darkplaces client font: variable width font support using a character width file (FrikaC)
2 feature darkplaces client: 'status' command player ip logging by nickname (sublim3)
2 feature darkplaces client: add a net_graph cvar which would show incoming and outgoing packet ping times, packet sizes, dropped packets, etc (avirox)
2 feature darkplaces client: add cl_censor cvar which would replace 'swearing' with humorous messages (Deej)
2 feature darkplaces client: cl_particles_maximum cvar (default 32768) which would change number of particles allowed at once (TheBeast)
2 feature darkplaces client: decal clipping (romi, Sajt)
2 feature darkplaces client: http download and parse http://www.gameaholic.com/servers/qspy-quake for nq servers (Spike)
+2 feature darkplaces client: interpolate scale and alpha changes (Cheapy)
2 feature darkplaces client: make CL_Video use TEXF_FRAGMENT again by adding general, transparent support for it in all drawqueue functions (so you dont need to call FragmentLocation) (Black)
2 feature darkplaces client: make tab completion able to complete map names when using a map or changelevel command (Zenex)
2 feature darkplaces console: add a "maps" command which takes the list from "dir maps/*.bsp" and prints the actual names of all the levels according to their worldspawn.message keys (RPG, Zenex)
2 feature darkplaces image: add scaling capabilities to Image_CopyMux
2 feature darkplaces loader: add support for fuhquake naming of map textures (textures/start/quake.tga style)
+2 feature darkplaces menu: add some basic graphics/effects options profiles so that people can choose profiles like "Classic", "Modern", "Excessive", "Realistic", or any other profiles that make sense, may also need to reorganize the graphics/effects options menus to be a bit less confusing (Tron)
2 feature darkplaces menu: implement menu_clearkeyconfig and menu_keyconfig and the corresponding menu (diGGer)
+2 feature darkplaces model: add model_exportobj console command to allow exporting a specified model as .obj (Randy)
2 feature darkplaces physics: DP_SV_QCPHYSICS extension, calls SV_PhysicsQC function, which replaces the entire SV_Physics C function, calling all thinks and physics and everything (Urre, Sajt)
2 feature darkplaces protocol: .float bulge; field which makes an entity larger by moving vertices along their normals, well known as the fatboy mutator in Unreal Tournament (Wazat)
2 feature darkplaces protocol: add effects.txt file which would describe a bunch of numbered effects usable with a .effectindex field on entities, these would range from point effects, to continuous emitters, to beams with jitter and other properties, each effect would have various info like dlight and particle spawning and beam rendering (CheapAlert, Supa, FrikaC, [TACO], Sajt, Urre, Vermeulen)
3 bug darkplaces server: call checkvelocity (to clear NaNs) every time velocity is set in physics, to fix frikbot (tell FrikaC)
3 bug dpmodel: add support for unnamed bones (Mitchell)
3 bug dpmodel: fix dpmodel to compile v_HKmp5-sd (tell Riot)
+3 change darkplaces sound/render: change r_refdef calculations to happen before CL_UpdateScreen, and then move S_Update before CL_UpdateScreen to slightly improve sound latency issues, and then eliminate sound_spatialized variable
3 cleanup darkplaces loader: make q1bsp surfaces have vertex color arrays like q3bsp to make things more consistent, note these need light styles
3 cleanup darkplaces menu: rearrange menus - make Graphics Options submenu and move video and renderer stuff there, add Apply button to video section (tell Elric)
3 feature darkplaces client: .loc support and other team messaging capabilities (sublim3)
3 feature darkplaces editlights: add a custom light style string to rtlights, if empty it uses a normal server controlled light style (Stribbs)
3 feature darkplaces filesystem: add fs_reload command to allow restarting the filesystem module, this would mean that it could check for new paks and such (Mercury)
3 feature darkplaces loader: add _color.tga support (realtime lighting would use this instead of the .tga for diffuse layer if available) (Urre)
+3 feature darkplaces loader: load .skin files for bsp files to allow per-map texture overrides (Spike)
+3 feature darkplaces loader: load .skin files for sprite files to allow per-frame texture overrides (Spike)
3 feature darkplaces loader: support md5mesh/md5anim model files (Supa, Kazashi, Swifty)
3 feature darkplaces menu: add OpenGL Extensions menu to enable/disable various features (zombie_13)
3 feature darkplaces physics: DP_SV_TRACEMOVE extension, adds a qc builtin which traces an entity through the world (using origin/angles/mins/maxs/velocity/avelocity) for a specified amount of time (frametime typically), and sets trace results accordingly, this would greatly help out QC physics (Urre)
d bug darkplaces X11 keyboard: make sure that the XLookupString code is not little endian specific (Elric, jitspoe)
d bug darkplaces client/server: unable to control player in TAoV multiplayer (RenegadeC)
d bug darkplaces client: GAME_NEXUIZ spews a number of warnings about gfx/ images not being found (Vermeulen)
+d bug darkplaces client: cl_beams_relative is behaving really badly with cl_movement prediction
+d bug darkplaces client: cl_beams_relative is sometimes drawing beams from '0 0 0' (VorteX)
d bug darkplaces client: color codes are not supported in centerprint messages (Wazat)
+d bug darkplaces client: crosshair_static 0 breaks if self is EF_NODRAW (NecroPhil)
d bug darkplaces client: disable vsync when doing a timedemo (Randy)
d bug darkplaces client: do replay cl_movement queue each time a move is added, as this is called from the server packet parser, which can overwhelm the client with several packets in one frame, leading to a complete lockup until the level changes (Black)
d bug darkplaces client: make envmap command work with the corrected layout
d bug darkplaces client: te_customflash isn't working? (Wazat)
d bug darkplaces collision: check Urre's sltest.bsp and slopestuck.dem and fix the sticking bug, which only happens with sv_newflymove 1 (Urre)
d bug darkplaces commands: say command is not posting to server console (Vermeulen)
+d bug darkplaces console: $variable expansion is not working on forwarded commands like "say I'm $_cl_name", it does work on local commands like set (esteel, Black)
+d bug darkplaces console: chat messages are showing up in brown quake characters and having ^7 and such printed literally
d bug darkplaces console: inserting characters in the commandline is not adding a nul terminator to the commandline, resulting in lots of trash from older commandlines suddenly showing up (Spike)
d bug darkplaces general: make all text parsing routines support Mac newlines; \r with no \n (Zenex)
d bug darkplaces hud: sometimes texture borders wrap, causing annoying seams at the edges of pics, use TEXF_CLAMP
d bug darkplaces menuvm: menu input focus is lost if a map command occurs while in menu, even if it fails the menu still lost focus and is unusable until closed and reopened with escape key (Black, Vermeulen)
d bug darkplaces model: don't Host_Error when a model is unknown/unsupported type (SavageX, Vermeulen)
d bug darkplaces model: ignore attempts to load "" (SavageX, Vermeulen)
+d bug darkplaces physics: corpses/gibs are not riding down e1m1 lift (scar3crow)
+d bug darkplaces physics: test TecnoX and find the frikbot crash in SV_Physics (KrimZon)
+d bug darkplaces physics: the zombie lift in e3m2 before the gold key is not working (scar3crow)
d bug darkplaces protocol: fix cl_nodelta 1, it's halting updates after you move away from an area (Tomaz, sublim3)
d bug darkplaces protocol: fix signon error when starting prydon without +map curig2 (FrikaC)
+d bug darkplaces protocol: it's possible to get a "received signon 1 when at 1" error in singleplayer when restarting level, perhaps this relates to very low framerate
d bug darkplaces protocol: models sometimes staying in nexuiz after a big battle, entities that don't exist on the server anymore (Spike)
d bug darkplaces protocol: something is causing things like tracers to sometimes stay indefinitely (Vermeulen)
d bug darkplaces prvm: assignment to world is not producing an error after world spawn stage (Spike)
d bug darkplaces prvm: findflags/findchainflags are server-specific, these should be moved into the generic progs commands
d bug darkplaces prvm: the merged remove is causing a Host_Error on already removed entities, which happens in id1 start.bsp (RenegadeC)
d bug darkplaces quakec: to stop crashing on 64bit the quakec vm needs a string manager that can allocate/free negative integer indices to the strzone strings, and also automatically add engine strings
+d bug darkplaces renderer/server: scaled sprites (or possibly all models) are getting culled as if they were not scaled (KrimZon)
d bug darkplaces renderer: add r_shadow_glsl_geforcefxlowquality cvar to make make GLSL shaders use "half" data type, automatically set this if on GFFX (MauveBib, SavageX)
d bug darkplaces renderer: alternate anims are not showing up in wall renderer - they are working for rtlights however (LordHavoc)
+d bug darkplaces renderer: animated textures are not being lit by static rtlights
d bug darkplaces renderer: audit all text drawing to make color codes work properly everywhere, right now they are even managing to mess up death message printing if someone has a color code in their name (Vermeulen)
d bug darkplaces renderer: audit rtlight ambient rendering, apparently scissor is clipping away parts of lights that have ambientscale but not ones that have diffusescale or specularscale (Zenex)
d bug darkplaces renderer: colormap rendering not working on rtlighting passes, resulting in black pants/shirt
d bug darkplaces renderer: fix rtlighting of viewmodel, it should not be performing lighting on a model outside the light radius (LordHavoc)
d bug darkplaces renderer: fix the delayed lightmap updates on bmodels, they're lagging behind one frame, very noticable on flickering light
d bug darkplaces renderer: fix vis problems when outside the level in q1bsp
+d bug darkplaces renderer: gl_max_size is affecting bloom (causing a black screen when gl_max_size is less than the screen dimensions) (Willis)
d bug darkplaces renderer: q3bsp alpha shaders are not being lit? (Cheapy)
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: reverse corona traceline direction so that a player in solid can see coronas (Urre)
d bug darkplaces renderer: shadow volumes from q3bsp brush models are broken, maybe inverted or something (Vermeulen)
d bug darkplaces renderer: text coloring is only affecting the first line of messagemode text (LordHavoc)
+d bug darkplaces renderer: vertex normals seem to be generated backwards
d bug darkplaces renderer: vid_restart and r_restart are both crashing (Tomaz)
+d bug darkplaces rtlights: light entity import should spawn lights at torch origin so that it does not cast a shadow
+d bug darkplaces server: .colormap is not being set on DP_SV_BOTCLIENT entities the first time, but if removed and spawned again it is set (Urre)
+d bug darkplaces server: add TE_FLAMEJET builtin and add extension (Supajoe)
d bug darkplaces server: add color code to start of chat message to prevent nick colors from messing up the text color
d bug darkplaces server: inconsistent packet timing produces jerky movement (constantly pausing every other frame or so), this is probably the dedicated server's sleep pattern, fixable by using the client's sleep pattern which wastes more cpu time but is more accurate (green`marine)
d bug darkplaces server: local server is not being killed when you join another server (Vermeulen, suminigashi, Willis)
+d bug darkplaces server: losing clientcolors somehow during connect in dpmod
+d bug darkplaces server: ping should work from server console
d bug darkplaces server: sending unused lightstyles in serverinfo packet is silly (Spike)
d bug darkplaces server: when trying to load a map that is missing the model is still precached permanently, causing 'not found' warnings every time r_restart/vid_restart are used
d bug darkplaces sound: spatialization bug occurs in The Ascension of Vigil, making all player and monster sounds far to the right (RenegadeC)
d bug hmap2: strip .map extension from filename if present
d bug zmodel: makefile should support mingw
d change darkplaces extensions: add DP_QUAKE3MAP extension to indicate that the engine supports Q3BSP files
+d change darkplaces prvm: make strzone able to take multiple varargs strings like strcat does (KrimZon)
+d change darkplaces renderer: build a temporary msurface_t struct in model renderer and call map surface list renderer, eliminating model surface renderer
+d change darkplaces renderer: make meshqueue transparent sorting take a farclip instead of using 4096
+d change darkplaces renderer: make sprites use skinframe_t instead of their own texture/fogtexture pointers
+d change darkplaces server: make dedicated server not load images (maybe all fail?)
d change dpmodel: keep all bones instead of removing unused ones (Ghostface)
d cleanup darkplaces console: look at Black's recent console args changes and clean it up as he requested, particularly removing a commented block (Black)
+d cleanup darkplaces general: get rid of fs_filesize, use parameters/local variables instead (Randy)
d cleanup darkplaces general: replace qbyte with unsigned char (Randy)
d cleanup darkplaces loader: merge msurface_t/q3mface_t, mleaf_t/q3mleaf_t, and mnode_t/q3mnode_t
d darkplaces GLX client: make sure that vid_vsync is taking effect immediately
d darkplaces: fix whatever is breaking in prydon gate town curig (Uffe)
d darkplaces: fix win32 bug where shift key types a character (Black, Sajt)
d darkplaces: fix wrapping textures on sprites/models (Elric)
-d darkplaces: fixed SV_TouchAreaGrid to not crash if SV_IncreaseEdicts is called during a touch function, by making a list of edicts to touch and then running through the list afterward (KGB|romi)
+d darkplaces: fixed SV_TouchAreaGrid to not crash if SV_IncreaseEdicts is called during a touch function, by making a list of edicts to touch and then running through the list afterward (romi)
d darkplaces: fov limit now 1-170, was 10-170
d darkplaces: frikbot scores don't update - discovered this is because of the fact they have no client (Todd)
d darkplaces: generate tvectors the same as svectors in bumpvector calculations (Riot)
f bug darkplaces client: occasionally when level changes on remote server, Host_Error occurs (LordHavoc)
f bug darkplaces client: occasionally when level changes on remote server, connection stops and console scrolls wildly without user intervention, and it does not print any kind of error to the terminal, vid_restart in this state causes a crash (LordHavoc)
f bug darkplaces client: pain flash seems to be framerate dependent? (Urre)
+f bug darkplaces crash: q3dm2 and q3dm11 crash (Stribbs)
+f bug darkplaces physics: figure out why monsters keep making fall pain sound after they've landed in dpmod (Cruaich)
f bug darkplaces renderer: alias layers should have a shadow volume pass so that nodraw textures don't cast a shadow
f bug darkplaces renderer: fix disappearing viewmodel (and other models) when in an unvised q3bsp, or partially inside a wall in q3bsp
f bug darkplaces server: items still falling through the floor in nexuiz, and they seem to fall through more often at smaller sys_ticrate values such as 0.02 rather than 0.05 (GreEn`mArine)