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which would have included new multiplayer networking, visualscripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, VisualScripting. Just set up the probe bounds and do a fast pre-bake of static objects. and that we'd better focus fully on 3.0
Improvements to the VisualScripting System by Swarnim Arun. Instead of computing the amount of light that reaches a certain surface every frame for every light source, we precompute all this information and store it in a single texture. Part 1 ( previous post ): Version Control Systems Integration by Twarit Waikar.
It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. Also, the new lightmapper brings support for denoising using Open Image Denoise , which results in better-looking lightmaps in the same bake time range. New CPU lightmapper. The lightmapper in the previous 3.x For Godot 4.0,
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