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supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). x point releases (which we are now intending to do more often, allowing several releases per year). Additionally, Godot 4.0
When the Script button is clicked and the Script editor is undocked, the Script editor window is focused. x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Previously every LightmapGI node used to store its lightmap atlas in a single large image. Window save and restore.
See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. 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. Fixed Mat4.getRotation
Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Rendering: Add new 3D point light attenuation as an option ( GH-52918 ).
Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Add high quality glow mode ( GH-51491 ).
Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Add high quality glow mode ( GH-51491 ).
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