
Contains many optimizations and corrections related to proper lighting of walls and sprites. Light sources are now correctly searched, and shadow alpha is lower in brighter sectors. Outside light and lighting of walls is generally increased (a welcome difference in Brown 2 maps). Degrees of colorization have been increased; note colorization saturation is hard coded by GZDoom. A shader that "bleeds" color has an effect on brighter and darker colors. Ceiling and floor corrections can now be added on the options menu (one has to enter the correct flat name in all caps). This fails if a) tag(s) exist on a sector with the flat, b) the reflection tag is already in the map. A message will display if (b) is true. These two issues can't be helped in GZDoom. Option menu has been simplified. This is likely the last alpha version.