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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. was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Many fixes to one-way collisions. Rendering: Unified 2D batching.
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. writing shaders is very easy! Both indirect light and voxel reflections are provided by this technique. It's also very easy to use.
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. Those now come with support for attractors, collision , trails , sub-emitters and manual emission.
Use baked lightmaps instead. GDScript allows to write code in a quick way within a controlled environment. Does not always catch errors during compile (or write) time. Support for root motion as well as the ability to write your own custom blend nodes has also been added. GIProbes of course don't work. New TileSet editor.
For the lack of a better and proven alternative I chose to generate those values on the CPU and writing them into a texture. 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. omni lights.
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