But why? Previous openbor versions had an uncompleted code for gfxshadow.
This had to be the final result always.
Sorry, I jump from engine to engine and I can mix things, lol.
The command could be " shadow 3 1"
The reason is simple: with the new method, it will break every single mod before it (and, by dev rules, you can't simple break the backward compability out of the blue).
You can see an example here:
You said to the coder to remove the shadows from the upper boxes, but this makes no sense at all - only the base boxes should have shadows? No.
This is an example where it should work like on the previous versions - the shadows should be stacked at the floor, not at the entity foot.