The borders still aren't 100% yet and the lighting error your seeing is the shadow mapping code doing nasty self shadowing. This only happens on the world.
I tried test02 under windows and was playing around with the FBO size CVars and everything seems to be in order...though this was expected behavior. I didn't realize that the self-shadowing bug was still there, but I recalled something mentioned earlier about the fact that since this is only present on brushes then it may have something to do with how Doom 3 does its culling. I tried playing around with a few CVars to see if I noticed anything changing then I noticed the bug. After first discovering that the r_showTris CVar doesn't seem to work in your code base. I tried a few things and discovered, and this may not be any revelation at all, but the self-shadowing bug seems to be eliminated by setting r_useCulling to 0. There is still something odd happening once you reach the top of the second stair case, but I have noticed that it did stop the shifting shadows when moving that I had mentioned earlier.
I'd like to second whoever asked for global illumination. I'm a total noob, though, so I'm not sure if this is doable given the non-baked lighting approach. This was the biggest sticking point for me in deciding not to use Doom3 for my current project. Also if anyone wants to try a Linux build I'm down for testing it.
Global Illumination is still sorta new tech wise, though so is virtual texturing. Unreal Engine 3 only added static GI support with the UDK. Cryengine 3 supports real-time GI, though only used with sun light, but they didn't utilize it at all in Crysis 2. At least with Cryengine 3's implementation, there ended up being some errors
that surface like light bleeding through geometry when activated. I like the feature and would like to see it added as well since it can greatly enhance the look of game environments. I do realize, however, that its implementation and integration into the existing code base might not be the simplest task. While a royalty-free implementation of real-time GI similar to the one used in Cryengine 3 is available at the NVIDIA's developer's website
, it is in Direct3D and not OpenGL. This would have to be rewritten before one would even think about its integration.
EDIT: Okay, shadowscrawl beat me to this a little bit, but I'll leave it as is.