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Game window embedding was implemented to support our recent interactive in-game editing feature. Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all.
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Improved Inspector sub-resource editing. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. Many fixes to one-way collisions.
A few late features have also been included because they were too good to keep waiting (such as improved Inspector subresource editing and node copy-paste support ). Multiple fixes to one-way collisions. Improved Inspector sub-resource editing. Editor: Improved Inspector sub-resource editing ( GH-45907 ). Godot 3.2.4
Multiple fixes to one-way collisions. Node: Fix Editable Children issues with node renaming, moving, duplicating and instancing ( GH-39533 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). New AspectRatioContainer Control node.
Multiple fixes to one-way collisions. Node: Fix Editable Children issues with node renaming, moving, duplicating and instancing ( GH-39533 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). New AspectRatioContainer Control node.
Unsupported features will not be visible when editing materials. Unsupported features will not be visible when editing environments. Use baked lightmaps instead. Key editing in inspector. Some advanced PBR features are not supported, such as subsurface scattering. Some post processing effects are not present either.
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes.
Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique.
As Shelly's last task this sprint, she leant her video-editing skills towards adding some gorgeous effects to the final slides of the gameplay teaser Producer Allie created. As such, she's been working through some of our old, existing models to give them all a bit of a facelift (like the models for the Sacred Crystals we shared above).
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