"Also, if you touched the renderer, even in a simple way, and a team later encountered a rendering bug, you would be blamed and have to fix it. Even if the bug had nothing to do with your change. This taught programmers to not change anything unless absolutely necessary." I've seen this effect in code that wasn't nearly this bad, and I've even felt this way... But in the end, I've decided to do it anyhow. The end res…
No unit test ?
But on a more serious note, writing automated tests for game engines involves a lot more than just "duh, unit tests" (especially when testability wasn't a concern in the original design).