Depth bias is no longer hardcoded in the shader and can now be customized by setting light_and_shadows.depth_bias or in the sun object. What’s this? To reduce the Peter Panning effect (shadows detaching from objects) in shadow mapping, you need to adjust the shadow bias, a value that offsets the shadow depth. Too high a bias causes Peter Panning, while too low a bias leads to shadow acne.
A new Tinyworld example has been added. It uses tilemap, pixelart textures, billboard sprites and different material variants.
A steady 60 FPS with 4GB RAM and integrated Intel HD Graphics 4600 on a corei5 running Linux. Very nice work! Once I got to around 700 objects, it stuttered briefly to 59 FPS, but then reverted back to 60.