Unlit maps and g_fullbrightplayers/g_fullbrightitems now will get
somewhat different lighting, but should still be easy on the eyes (the
former) and stand out properly (the latter).
This will allow simplifying engine code significantly while even being a
bit easier on the eyes.
Comparison video:
https://www.youtube.com/watch?v=xSuVieA8ILI
r_shadow_glossexact 1
r_shadow_glossintensity 1
-// use fake light if map has no lightmaps
-r_fakelight 1
+// use slightly better lighting than r_fullbright if map has no lightmaps, and for fullbrightplayers
+r_fullbright_directed 1
r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water
r_water_refractdistort 0.019
set cl_rainsnow_maxdrawdist 2048
-// equalize looks better than fullbright
-r_equalize_entities_fullbright 1
-
// safe font defaults
r_font_hinting 1
r_font_disable_freetype 0