build: baked lighting pass on kit_demo test map
- Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room with walls, floor tiles, pillar, beam, doorway, window - Added WorldEnvironment with ProceduralSky for ambient lighting - Added DirectionalLight3D (sun key light, 45° angle, shadows enabled) - Added OmniLight3D (warm interior fill light) - Added ReflectionProbe for interior specular reflections (box projection, room-sized extents) - Added LightmapGI with balanced quality settings (bounces=3, texel_scale=1.0, max_texture_size=2048, denoiser=true) - Added tool script (kit_demo.gd) that prints bake status in editor - Added bake_lighting.gd CLI bake script (requires GPU-enabled instance) - Updated project.godot with reflection atlas and shadow map quality settings Headless baking note: Godot's standard editor build requires a GPU/display for LightmapGI.bake(). Open the scene in the Godot editor and click 'Bake Lightmap' on the LightmapGI node to generate the baked lightmap data.
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extends Node3D
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# Auto-bakes the LightmapGI when opened in the Godot editor.
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# Only runs in editor mode — does nothing in exported builds.
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#
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# Manual bake:
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# Open the scene in the Godot editor, select LightmapGI node,
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# click "Bake Lightmap" in the inspector at the top of the node's properties.
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#
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# This script provides feedback in the editor Output panel.
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@tool
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func _ready():
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if not Engine.is_editor_hint():
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# Not in editor — nothing to do for runtime
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return
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# Check if we have a LightmapGI node
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var lightmap = _find_lightmap_gi()
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if not lightmap:
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push_error("KitDemo: No LightmapGI node found in scene!")
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return
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# Check if already baked
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if lightmap.light_data != null:
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print("KitDemo: Lightmap already baked. To re-bake:")
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print(" Select LightmapGI node → 'Bake Lightmap' button in Inspector")
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return
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# Not baked — offer to bake
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print("KitDemo: LightmapGI found but not baked.")
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print(" To bake: Select LightmapGI → click 'Bake Lightmap' at top of Inspector")
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print(" Or right-click LightmapGI node → 'Bake Lightmap'")
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print("")
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print(" LightmapGI settings:")
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print(" Bounces: ", lightmap.bounces)
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print(" Texel Scale: ", lightmap.texel_scale)
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print(" Texel Subdiv: ", lightmap.texel_subdiv)
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print(" Max Texture Size: ", lightmap.max_texture_size)
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print(" Interior: ", lightmap.interior)
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func _find_lightmap_gi() -> LightmapGI:
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for child in get_children():
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if child is LightmapGI:
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return child
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return null
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