18 May 15, 08:26PM
High-res textures would require a small change to the map config file. That can be done without hurting backwards compatibility.
The map format specifics are documented along the various cubescript commands which are used to change the map attributes. However, it might be helpful, if there was an additional document, which made it clear, exactly what set of attributes is stored within the map file.
The (cubescript) documentation is not really up-to-date. Hopefully, that'll change before a release ;)
As for the shadow entities: I included the code to clean up light entities of old map formats - which allows those to be repurposed in format 10. Which means, shadows can be added later.
The map format specifics are documented along the various cubescript commands which are used to change the map attributes. However, it might be helpful, if there was an additional document, which made it clear, exactly what set of attributes is stored within the map file.
The (cubescript) documentation is not really up-to-date. Hopefully, that'll change before a release ;)
As for the shadow entities: I included the code to clean up light entities of old map formats - which allows those to be repurposed in format 10. Which means, shadows can be added later.