diff --git a/Shaders/urban.frag b/Shaders/urban.frag
index 1638f94da..7e207cf44 100644
--- a/Shaders/urban.frag
+++ b/Shaders/urban.frag
@@ -1,6 +1,6 @@
 // -*- mode: C; -*-
 // Licence: GPL v2
-// Author: Frederic Bouvier. 
+// Author: Frederic Bouvier.
 //  Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
 
 #version 120
@@ -34,7 +34,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
 	for(int i = 0; i < linear_search_steps - 1; ++i)
 	{
 		depth += size;
-		float t = texture2D(reliefMap, dp + ds * depth).a;
+		float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a);
 		if(best_depth > 0.996)
 			if(depth >= t)
 				best_depth = depth;
@@ -46,7 +46,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
 	for(int i = 0; i < binary_search_steps; ++i)
 	{
 		size *= 0.5;
-		float t = texture2D(reliefMap, dp + ds * depth).a;
+		float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a);
 		if(depth >= t)
 		{
 			best_depth = depth;
@@ -129,7 +129,7 @@ void main (void)
 	finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
 			step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
 	finalColor *= ambient_light;
-	
+
 	if (gl_Fog.density == 1.0)
 		fogFactor=1.0;
 
diff --git a/gui/menubar.xml b/gui/menubar.xml
index 0429ac003..e7ad39d78 100644
--- a/gui/menubar.xml
+++ b/gui/menubar.xml
@@ -347,6 +347,14 @@
 			</binding>
 		</item>
 
+		<item>
+			<label>Local Weather Config</label>
+			<binding>
+				<command>dialog-show</command>
+				<dialog-name>local_weather_config</dialog-name>
+			</binding>
+		</item>
+
 		<item>
 			<label>Time Settings</label>
 			<binding>
diff --git a/preferences.xml b/preferences.xml
index 1a06bef7e..bf2b8e90a 100644
--- a/preferences.xml
+++ b/preferences.xml
@@ -148,6 +148,7 @@ Started September 2000 by David Megginson, david@megginson.com
    </headshake>
    <crop-shader userarchive="y">0</crop-shader>
    <landmass-shader userarchive="y">0</landmass-shader>
+   <transition-shader userarchive="y">0</transition-shader>
    <water-shader userarchive="y">0</water-shader>
    <urban-shader userarchive="y">0</urban-shader>
    <contrail-shader userarchive="y">0</contrail-shader>