New lighting system in Iron Cube - shadows are pre-baked on the level editing stage by casting a ray from a voxel to a light source. If a ray crossed something on the way to the sun, the voxel considered shadowed. The algorithm is primitive and was implemented in couple of hours. It costs 20-30 seconds to calculate lighting for entire level.
Shadows look smooth as they are applied on corners of voxels and it works well with existing ambient occlusion and diffuse lighting. All works on 7 years old mobile devices.
Lenses flares are pretty standard - transparent squares moving relatively to projected sun position. They became invisible when a ray casted from a camera to the sun meet something on the way (sun is not visible). Also, in this release - improved tank physics, heavy tank is scaled, bug fixes.