Absolutely I’ll get that sorted.
One other thing that the command can be useful for is to easily create an RTS fog of war (I go over this a bit here).
I’d love to help sort out raycasting against UVs, especially for skinned characters, as that’d give the ability to do dynamic, location-accurate decals (not Decals as in the object, just updated texture colors) on skinned meshes when combined with the texture update method. That would be great for doing damage from cuts or even projectiles and have them show up in the right spot. If done right you could even update normals or other maps to change how the material looks for those areas that were updated.