lighting. It is a combination of manually-placed light sources and smoothed sector lights. Once finished... s lighting must be enabled manually (by setting ''rend-bias'' to one), and it has not been fully adjuste... fault there is a virtual mapping from ''(runtime)/Auto'' to both ''Data/(game)/Auto'' and ''Defs/(game)/Auto''.
* General stability of the engine should b
ttempting to play Deathkings of the Dark Citadel (Rend_RenderSkyHemisphere: Sky layer without a material!).
* The current item... be enabled/disabled from the menu.
* With the auto-hide HUD enabled cycling through the inventory wo... avior can be overridden with the new [[:cvar]] [[:rend-hud-nostretch]].
* Resolution independent aspe... d line.
* [[:cvar]]s [[:con-alpha]] and [[:con-light]] are now defined as floating-point.
* Use the
ire: rising lava floor in the starting room). The light origin Z coordinate and the plane height were not... e wall section material opacity into account with sky-fix geometry.
* Renderer: mishandling of all-masked textures resulting in brilliant white auto-lights.
* Renderer: incorrect logic in R_MarkD... derer: lumobj => BSP leaf contact spreading.
* Light source from the Rocket Launcher missile at the wr
rtefacts when combining debug rendering modes ([[:rend-dev-sky]], [[:rend-dev-tex-showfix]], etc...).
* When drawing psprites the "static" weapon offset scale used... concerned with id Tech 1 map hacks.
* Bias [[:light_grid]] is now prepared JIT if enabled while a map