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# godot-lportal
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Portal rendering module for Godot 3.2\
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_Work in progress, not yet released_
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Video of initial testing:\
https://www.youtube.com/watch?v=xF_3Fe2HRdk \
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https://www.youtube.com/watch?v=NmlWkkhGoJA
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_Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._
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## Current status
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The system is mostly working. I am now testing / polishing the interface and adding a few features. I will make a first release before implementing PVS as PVS is an optional feature.
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## Roadmap
* Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE
* Auto creation of mirror portals DONE
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* Recursive determine visibility DONE
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* Prevent memory allocations (use pools for plane vectors) DONE
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* Add support for objects moving between rooms - cameras, players, physics etc - DONE
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* Refactor code, moving LRooms and LPortals outside scene graph DONE
* Cleanup code, Optimize DONE
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* Handle special cases (multiple portals views into room etc) DONE
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* Optimize non-moving statics DONE
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* Optional convex hull bound for rooms DONE
* Bug fixing / testing ONGOING
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* Closable portals
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* PVS (primary and secondary)
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* Investigate multiple passes (shadows, lights)
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## Instructions
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See INSTRUCTIONS.md
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## Installation
You will need to compile Godot from source (for now). See:
http://docs.godotengine.org/en/3.0/development/compiling/index.html
Once the engine is compiling okay on your system, to add the module:
* Create a folder inside godot/modules called 'lportal'
* Clone / download this repository as a zip file and place the files in the lportal folder
* Compile the engine as normal, it should automatically pick up the lportal module
* Note that to export to other platforms you will also have to compile export templates for those platforms
You will know the installation was successful when you see a new Node type 'LRoomManager' in the Godot IDE.