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`enable_lightmap_caching: true` causes resource pack reloads to not update the lightmap, even when resource packs containing a custom [Polytone](https://modrinth.com/mod/polytone) lightmap are toggled
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Hi, I'm not sure what the status of this project is, but it'd be really helpful if it could be adapted into tool that bakes lightmaps. There's no such thing for Bevy right now and it'd be awesome if B…
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## Description of Issue
The darkness effect is far stronger than it should be in dark areas when using a resource pack with a custom lightmap, regardless of what the lightmap actually does. It render…
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Feel free to share your packed lightmap uvs here
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### Describe the new feature or enhancement
Im unsure of exactly where the problem lies, But possibly some maps use assets from the base game? so they are referenced in the .asset file but not presen…
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Followed the instructions and works perfectly in editor play mode, however when i build for unity webgl none of the lightmaps actually change, it only switches the lighting scenes but doesnt load the …
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Currently `id_software.quake` & `valve.source` rely on a `.lightmaps_of_face` branch method
That branch method is stuck parsing a single lump
But lightmap texels can come from multiple sources
I …
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### Describe the bug 💬
Shader error in 'UnityGLTF/PBRGraph': maximum ps_4_0 sampler register index (16) exceeded at /Projects/BeijingSchool/Library/PackageCache/org.khronos.unitygltf@2.14.1/Runtime/S…
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### Describe the project you are working on
Some Platform Design
### Describe the problem or limitation you are having in your project
Godot has a good lightmapper which is good for many usec…
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To quote myself:
```
the random foggy patches on the windows are caused by deluxe mapping
on station15
with r_deluxeMapping 0, the windows have a more or less uniform opacity
i think it's the…