Although not yet released, I am trying to make sure that committed versions are runnable, so if you want to test out the system, simply follow the installation instructions. Note that the function definitions are still subject to change, but any rooms you build should be compatible with later versions.
The first demo tutorial (see above) is now working with the internal godot baked lightmap workflow. It shows registering dynamic objects (DOBs), loading and unloading levels.
I will be polishing this and getting the external lightmap workflow working, then working some more on realtime lighting. While baked lighting relies on most of the objects being static, with realtime I could allow almost any of the objects within a room to move around ... thus the distinction would be between DOBs (that move between rooms), SOBs (that move within rooms) and truly static SOBs that don't move at all.
I plan to make the render_view function generic so I can use it both for camera and to allow dynamic lights. I'll probably add a flag so a light can be static and the static shadow casters for that light can be merged into one optimized mesh.