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"path": "/viewtopic.php?p=451566#p451566",
"publishedAt": "2026-06-15T03:32:19.000Z",
"site": "https://forum.luanti.org",
"tags": [
"SingleDigitIq"
],
"textContent": "actually no, i have reverted the hax i used. they are very implementable in particular cases though. but hey now light brush has undo :>\n\n0.3.3 alpha:\n- fixed light clearance when global_radius adjusted to be smaller than previous\n- fixed most failures to update light maps when new obstruction is placed in voxelibre/mineclonia\n- fixed most issues with overlapping wield_light and node_light light maps incorrectly resolving destruction, it can still leave artifacts though\n- greatly sped up partial light map updates\n- brought the wield_light speed back, not great, not terrible\n- now utilizing mod storage to keep lights data and sparsely traverse that data incredibly inefficiently, all for better accuracy in behavior overall and undo for light brush\n- added history for light brush that persists over server reboots, remembers up to 200 last strokes\n- now every light brush has its own item metadata that persists over server reboots\n- added some basic hud for better ux during swaps of many brushes\n- light brush settings were moved to /zbs chat command, right click for light brush is now undo last stroke\n- now cozylights reference manual drops to player inventory only once\n- sacrificed single light_source update speed for dense area update speed\n- now light_source origin is the node itself for accuracy, before it was elevated or depressed as a basic optimization that avoids a branch in hot path\n- added turbo slow algos now its kind of unusable\n- overall made it worse. take potatoes to the infirmary\n\nStatistics: Posted by SingleDigitIq — Mon Jun 15, 2026 03:32\n\n* * *",
"title": "WIP Mods • Re: Cozy Lights - Buildable voxel light maps",
"updatedAt": "2026-06-15T03:32:19.000Z"
}