When baking lightmaps with LightmapGI, (VoxelGI untested) all transforms that I had saved into my meshlib revert, until I interact with the Gridmap again. Note that these transforms aren't the rotation I placed the grids with, rather the rotations I made while making the meshlibrary so they would all be properly aligned.
Steps to reproduce
Get a random MeshInstance, doesn't matter where, it happened with GLTF files too.
Rotate it while creating the MeshLibrary and Unwrap the UV2 for Lightmaps
Save the MeshLibrary with the transforms you just made.
Put a Gridmap in another scene and place some of that tile from the MeshLibrary
Place a DirectionalLight, LightmapGI
Bake lights on the LightmapGI and watch the rotated tiles ignore the MeshLibrary transforms.
To undo the effect, interact with the GridMap, this will also destroy the Baked lights.
Minimal reproduction project (MRP)
Note: Created in 4.3 rc3
Just open level.tscn and bake the lights on LightmapGI, the effect should immediately become visible.
Archive.zip
Tested versions
System information
Godot v4.3.rc3 - Fedora Linux 40 (KDE Plasma) - Wayland - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (nvidia; 555.58.02) - 11th Gen Intel(R) Core(TM) i9-11900K @ 3.50GHz (16 Threads)
Issue description
When baking lightmaps with LightmapGI, (VoxelGI untested) all transforms that I had saved into my meshlib revert, until I interact with the Gridmap again. Note that these transforms aren't the rotation I placed the grids with, rather the rotations I made while making the meshlibrary so they would all be properly aligned.
Steps to reproduce
Minimal reproduction project (MRP)
Note: Created in 4.3 rc3 Just open level.tscn and bake the lights on LightmapGI, the effect should immediately become visible. Archive.zip