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Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Lighting will not change (lights won't move). Easy to use.
Improve Culling: Portals (rewrite as polygon-based) and Rooms. Seeing the code. If you are interested in seeing what each feature looks like in the code, you can check the gles3 branch on GitHub. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Add Layered/Stencil rendering.
The lightmap baker will now use all available cores on Windows like it does on macOS and Linux. If you use the Bullet physics engine and relied on the fact that the calculated effective gravity on KinematicBodies was always '0' then you will need to fix your code as this is now correctly calculated. Fixed issues. This is now corrected.
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. Code completion has also seen a great increase in accuracy. In Godot 3.0,
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