YAL lightmapper - light leaks and shadows problem

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put 4 quads coplanar and try a light from a distance.
as I understand it the original yal was checking for the center of the texel to see if it is blocked, the update checks to see if any of the corners of the texel are blocked. For some reason it is putting a dark edge on it.
I also get a few triangles on meshes that aren't lighting properly. Haven't had time to dig into it and figure out
how to fix that. I was going to try another way of combining lightmaps for multiple meshes on one texture.
My levels are built sort of out of lego blocks. premade meshes and I have YAL cycling through the level and lighting each mesh in its correct position with the same lights, namely sunlight since it's out doors. Your update looks like it works better for indoor levels and maybe that's where the difference lies.