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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.
The game enables multiplayer gameplay through two options: local mode or server-hosted online mode, allowing players to either connect directly on the same local network or join others via dedicated servers through automatic system pairing. What worked?
. • Fixed native side LOD screen share calculation using local coordinates, causing calculation error. Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. . The native platform supports main.js
Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). Core: Handle corner cases for curve baking ( GH-69726 ). GUI: Copy local theme overrides from Control to Window ( GH-69353 ).
Therefore, you can tune the ray length of the effects you want to use, as well as increase the range of the Light Cluster , which is a structure listing the local lights and reflection probes active in each of its cells. Q: Does the scene have to be pre-baked in any way to use ray tracing and/or path tracing? Pierre: Certainly.
Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). Core: Handle corner cases for curve baking ( GH-69726 ). GUI: Copy local theme overrides from Control to Window ( GH-69353 ).
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. Exposed grid snap and local axis transform in toolbar. Console support.
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.
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