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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.
Fixed native side LOD screen share calculation using local coordinates, causing calculation error. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Still, the disadvantage is that it will increase the lightmap package. . • Fixed Mat4.getRotation
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. The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias.
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. It may be possible to edit your project file manually, but otherwise it's recommended to let Godot generate a new one. Your localization efforts are further assisted by a built-in pseudolocalization tool. Gui and Text.
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