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It is a box. 15m x 15m x ~8m
BepInEx 6 can't load BepInEx 5 plugins, so the latest stable release is 5.4.23.2.
If you can swap objects, then whenever a floodlight is painted, you could swap it to a predefined "dim variant" if the painted color is grey (or an even dimmer variant if the target color is black). Whenever you paint the "dim variant" you swap it back to the normal variant (unless the target color is black, in which case you swap to the even dimmer variant).
This would require having 3 variants of each flood light, but you don't have too many and the 3D models are the same for each variant (so it doesn't require new assets). I haven't created anything in Unity myself, I've only edited DLLs or compiled C# mods (for other Unity games), so I'm not sure of the actual required work to do this.
If you're considering having alternates with no shadows, could you please also add alternates that are no shadows & half intensity but still the same radius of effect (because you could set that intensity level when defining the prefab)?
I know that there are many reasons someone would want to have shadows cast from the flood lights, so would it be possible to add alternate versions of each light (one that casts shadows like a normal light, and one that casts no shadows)?
Would it be possible to make it so painting it grey halves the intensity of the light, it still keeps the same radius of effect but just half as bright. And black could be quarter intensity.
The large floodlights are great at lighting up an entire base, but near them the intensity makes white objects too bright (EG: white walls are overbright, making it harder to see objects on the wall). Painting them grey would make this minor issue go away.
Flood lights can be toggled by hand.
Large growlight light source received a simple animation for its on/off states.
Added sounds to on/off toggle.
Lights can also be painted now
Is being colorable via spray paint something you plan to do as you continue on this?
Fixed in update June 22nd.