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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. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps.
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.
No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Improved 3D manipulation gizmos (multiple-axis editing and scale), thanks to the work of Przemysław Gołąb ( n-pigeon ).
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.
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