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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.
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. Many fixes to one-way collisions. New CPU lightmapper.
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Implement the new version of the Godot SVO-based Light Baker. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Improve Culling: Portals (rewrite as polygon-based) and Rooms. Add Layered/Stencil rendering.
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. Both indirect light and voxel reflections are provided by this technique. It's also very easy to use. Improved flat style box.
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.
Use baked lightmaps instead. In particular, it solves a major pain point for new Godot users by no longer offering scaling handles for collision shapes, but letting you directly change their size instead. As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. New TileSet editor.
If a hash collision occurs then the elements will be chained in a linked-list kind of manner. If a collision occurs then the next free spot will be used. Done May 2018. enviroment relections. cubemap filtering. implement BRDF. omni lights. lambert+phong. normal maps. rewrite OAHashMap to use RobinHood hashing. Planned June 2018.
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