Use the Static global illumination mode for CSG nodes by default #59293
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Follow-up to #59288 (can be merged independently).
This makes VoxelGI and SDFGI work out of the box with CSG nodes, which are typically used for static geometry such as level blockouts.
Note that LightmapGI will still not work until conversion to MeshInstance is implemented (ideally with UV2 unwrapping happening automatically if a LightmapGI node is present in the scene).
Interestingly, the generated class reference does not mention the
gi_mode
override (unlike e.g. CheckBox).Testing project: test_csg_static.zip