Why was light falloff made more subtle in the released SL 1.10? During preview, a light falloff of 0 used to be really "crisp" (along polygon edges) but now it's "soft" (blurry). It allowed for some cool "spotlight"-like effects... Please put back light falloff like it was in preview!
Steps to reproduce the bug: Create a prim, make it a light, and set light falloff to 0.
Observed results: Light falloff is not as extreme as it was during preview. A light falloff of 0 used to be really "crisp" (along polygon edges) but now it's "soft" (blurry). It allowed for some cool "spotlight"-like effects... Please put back light falloff like it was in preview!
Expected results: Crisper/sharper, more extreme/contrast light falloff.