Flashlight FE 1.0.3
Curse Maven Snippet
What's new
- Add optional LambDynamicLights integration with directional cones for all visible players; a two-phase per-dimension handoff removes the vanilla server-light fallback only after every compatible client reports its dynamic renderer ready, while mixed/older clients keep fallback automatically.
- Fix flashlight lighting when standing close to walls and partial collision blocks without allowing fallback light to tunnel through solids.
- Make beam smoothing frame-rate independent and stable across exact or near-180-degree turns.
- Align third-person dynamic beam origin with interpolated player motion and the actual handheld/headlamp emitter.
- Respect FE and underwater settings in the optional dynamic-light path, fall through unusable higher-priority lamps in the same tick, and clean up dynamic sources safely across world changes and failures.
- Preserve exact source/flowing-water state in temporary light carriers, keep vanilla source-water bucket pickup semantics, let vanilla water simulation continue without replacing the active light carrier, and rearm orphan cleanup after chunk reloads.
- Cache static server beam geometry and client occlusion probes between bounded refreshes, reduce fallback sampling from 49 to 29 rays, and avoid per-tick full ItemStack sync for FE-only drain while preserving authoritative owner charge updates.
- Switch survival lamps off immediately after their final affordable FE tick and fall through unusable/multiple Curios headband sources correctly.
- Add regression coverage for cone geometry, wall clipping, water lifecycle/buckets, FE synchronization, cache invalidation, optional LDL API compatibility and close-wall server behavior.
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