-
-
Notifications
You must be signed in to change notification settings - Fork 187
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Improve Main Menu options and fix misc bugs #166
Conversation
main/main.gd
Outdated
if DisplayServer.get_name() == "headless": | ||
Engine.max_fps = 60 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Not related to this PR, but this trick should probably be documented in the High-level multiplayer documentation. (In general, we need better documentation on controlling tickrate, choosing a tickrate, etc.)
# LightmapGI nodes override SDFGI (even when hidden) | ||
# so we need to free the LightmapGI node if it exists |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This sounds like an engine bug (same for VoxelGI-LightmapGI interaction). I'd expect hiding the LightmapGI node to have the other GI technique take over automatically, so that providing a fallback is easier.
I can create an issue with a MRP if you want.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yes, this is an engine bug (or that the very least a poor interaction that should be improved)
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Tested locally, it works.
There's a change that could be made to the SDFGI high quality setting before merging though (see my review comment).
LightmapGI seems very dark in the outside area, but I'm not sure how to fix this since there's no longer an energy multiplier available (unlike BakedLightmap in 3.x).
Heh, I noticed the same thing. With SDFGI and with VoxelGI we boost the energy by 2.2 times to account for how dark the scene is. Its definitely something to keep in mind as we revisit and improve LightmapGI |
I've merged #163. This PR needs a rebase before this can be merged. |
Re-import GLBs with UV2s enabled for lightmaps Fix misc bugs
@Calinou Rebased and fixed a couple more bugs. This should be good to merge! The only thing of concern is that the size of the lightmap file is 68 mb which is larger than Github recommends. On pushing the branch I got a warning that 50mb is the maximum recommended file size. |
I've baked high-quality lightmaps (Ultra quality, 16 bounces) which are only 20 MB in size, presumably as they're less noisy and compress better: level_lightmaps.zip However, two floor structures in the inner room use a fully cyan color with this lightmap for some reason. PS: Did you have Directional enabled when baking lightmaps? I had it disabled when baking here. We should write out the instructions for rebaking lightmaps somewhere, as this may be needed at some point in the future. |
I didn't enable It looks like your bake didn't include many assets. Here is what I get when I use it. And here is how it looks without any GI It looks like the pillars don't have lightmaps at all. And the things that do have lightmaps have turned completely black. |
I've tried reimporting all assets1 this way to no avail. It seems the objects that get included every bake are picked almost randomly, so I think we should just merge this until we can figure out how to bake high-quality lightmaps properly. Footnotes
|
Depends on #163
Fixes most issues in #162
Fixes: #164
.import
files with "Node3D" instead of "Spatial"This PR gets the demo much closer to the functionality we want for 4.0.