You might have seen what happens when you get far away from one of your models; some of the model's triangles simply disappear. The problem is obvious when your models are built using small triangles (higher poly count). Clip_size fixes this problem: you can specify how many pixels must be covered by a triangle in order to be rendered.
I have captured some shots in office - take a look at warlock to see the difference. Don't use an extremely low clip_size value - you don't want to loose performance by rendering way too small (almost invisible) triangles.

clip_size = 0.5 (default) clip_size = 0.05
Key_set
You can use this new instruction to redefine the keys in your menus. Here's a small sample
if
(key 'a' was clicked on the redefine keys panel)
{
key_set(key_for_string("A"),move_left);
}
and
so on. It's really easy to redefine keys now!
Vec_for_mesh and vec_to_mesh
This feature is very powerful - it allows you to deform models or terrain entities in real time. Have you ever wondered if you can cut guard's helmet top with a bullet? Now you can do that - I did it!
