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Update INSTRUCTIONS.md
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11) In your final running level, I currently would recommend that if you have a BakedLightmap node present, to hide it. The BakedLightmap node does allow dynamically changing the lightness of meshes as you move them around the level (as it stores a rough 3d array of voxel lighting levels) HOWEVER it may also apply this to the background meshes, which can result in considerable performance loss / visual anomalies. This recommendation may change if I find a way of getting the first effect without the second.
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### Command reference
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### Command reference
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_(There is a full reference available from the help section in the IDE under 'LRoomManager')_
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_(There is a full reference available from the help section in the IDE under 'LRoomManager')_
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* `rooms_convert()` - prepare lportal for rendering
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* `rooms_convert()` - prepare lportal for rendering
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