Might be trickier than it sounds, seeing as how you would need to have the light source determine if the block covering it was a wedge/slab/etc, and then determine it's facing, but...
...I'd like to see light sources (crystals, light cubes, etc) still give some amount of light even when covered by another block.
Example, set a light/crystal in a wall, cover all but one side. Put a wedge on it sideways so that you can still see half the light. It will currently give no light to the room because it is reading the surface as being completely covered by the wedge, even though you can see half the light. Same for wedges, if you put a half wedge on top of it, or even a quarter wedge, you get zero light.
I'd like to be able to use light sources along with wedges to create things like recessed lighting tracks, or use wedges to make diamond shaped lights.
Would likely require a complete lighting overhaul though, as you'd either have to check the surrounding blocks and modify light based off of that, or find a way to have the lighting engine check to see if a facet of the light source is being drawn, and then generate light based on that.
Doesn't even have to be scaled light, I would be just as happy with a full light source effect from a partially covered light.
...I'd like to see light sources (crystals, light cubes, etc) still give some amount of light even when covered by another block.
Example, set a light/crystal in a wall, cover all but one side. Put a wedge on it sideways so that you can still see half the light. It will currently give no light to the room because it is reading the surface as being completely covered by the wedge, even though you can see half the light. Same for wedges, if you put a half wedge on top of it, or even a quarter wedge, you get zero light.
I'd like to be able to use light sources along with wedges to create things like recessed lighting tracks, or use wedges to make diamond shaped lights.
Would likely require a complete lighting overhaul though, as you'd either have to check the surrounding blocks and modify light based off of that, or find a way to have the lighting engine check to see if a facet of the light source is being drawn, and then generate light based on that.
Doesn't even have to be scaled light, I would be just as happy with a full light source effect from a partially covered light.