1 item (1 fix)
ModelRenderer.Tint is packed to eight bits per channel and the cast wraps instead of clamping, so a tint above 1.0 renders dark, not brighter. Rendered luminance follows (tint * 255) mod 256, so 1.02 drops to about 56 and 1.10 reads as 24 of 255. The channels do not wrap together, so a population jittered around 1.05 splits into flat red, yellow, and near-black frames that keep their texture detail and read like an atlas or UV fault. Normalise the authored tint ladder so the largest draw reaches white, and clamp at every sink where a colour becomes a renderer component.
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