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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. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
Godot is a not-for-profit organization dedicated to providing the world with the best possible free and open source game technology. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Many fixes to one-way collisions. Supporting the project.
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 always, please remember that we are a not-for-profit organization dedicated to providing the world with the best possible free and open source game technology. Use baked lightmaps instead. Download Godot 3.1 now and keep on reading about the great features added in this version. GIProbes of course don't work. New TileSet editor.
So many games have that question baked into their core. If the frame rate drops too much, or there’s a problem with the floor collision, and you fall off the map, it can be extra bad for the player. A collision glitch like that in a PC game that may be funny or silly is a lot more intense in VR.” Does it feel good when playing?
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