v2.9b is progressing. I revised light sensor placement to see the most light & discovered many, many sensors don't see anything. Nada. Blind as a bat. (Example: curving staircase up to nukage pit in E1M2.) v2.8 corrects for this by setting minimum light level to sector color, but that prevents any true minimum light levels in the game. Regardless all sensors eat CPU cycles and impact performance. So I added light sensors as lower-level emitters, an idea I once abandoned, making idlers work.
CheckSight() missed seeing something plainly in front of it in (at least) sector 160 of E1M2. Interestingly, this was fixed by correcting the routine that eliminates markers beyond a void (does the void cause CheckSight errors?).
A major annoyance was color gradients jumping the proscenium, for example in E1M1's entrance to the large tech room (any red tint from nearby sectors with TLITE6_5 ceiling lights looked stupid with no tint between).
Code is leaner and faster (more optimization is needed). That's what I'm working through now. Most recently

Here is E1M1 with dynamic lights removed.
Release soooooooooooooooooooooooooooon.
