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Fix unshaded debug draw mode for LightmapGI #88384
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See https://docs.godotengine.org/en/stable/contributing/workflow/pr_workflow.html#modifying-a-pull-request , "we will prefer a single commit in a given PR (unless there's a good reason to keep the changes separate)" , don't forget to squash your pr 😄
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Tested locally, it works as expected in all rendering methods.
However, when using Forward+ or Mobile, dynamic objects are still shaded as seen in the comment above. Could you look into resolving this as well? Thanks in advance 🙂
yes i will look into fixing dynamic objects, and squash the pr 😁 |
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Looking at that dynamic bug, it fixes itself if you bake the lightmap while the mesh is dynamic. It just seems like a general lightmapper issue |
This is due to #77167. The object with Dynamic GI mode is considered to use the Disabled GI mode until it's moved after baking lightmaps. That bug ends up hiding this particular issue, but once it's resolved, the object with Dynamic GI won't be unshaded anymore after baking lightmaps. |
Right ok, I'll take a look at it anyway |
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This PR now seems to work correctly for dynamic objects with all rendering methods. I'd appreciate a second look just in case as I don't know if it's a fluke with my testing project.
@oxi-dev0 Could you rebase to resolve the merge conflicts? |
Thanks for the help! |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Fixes #88341