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The UGC page's model view now draws the glitter sparkle shapes (look SPARKLE) flashing as the client's Distortion Directional shader makes them: two layers of sparkles sliding at the client's rates (a tile in 24 s at three quarters the scale, a tile in 48 s), shown only where both have one. Flecks are drawn as flat flakes of the fleck size and varied brightness (addGlitter in scenery-core.js), no longer drifting (the game never moves them). The LXFML views (the UGC page's second view, the property and zone views) draw both on the glitter colors from window.LDD_GLITTER, which now carries every glitter setting and is no longer cached, so changing a glitter setting on the settings page previews on any model's LXFML view without making it again. Check in the dashboard (not the game): open a glitter model on the UGC page; both views show still flecks and sparkles flashing on the glitter bricks only; change glitter_sparkle_amount / glitter_fleck_size in the settings and reopen the model: the LXFML view follows. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>