Closed
Description
Godot version
3.3.2.stable, 4.0.dev (659178e)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 465.31)
Issue description
When you bake lightmaps with a BakedLightmap node for the first time, you're prompted to save a .lmbake
file that will contain the BakedLightmapData. This file is correctly generated once, but once you save the scene, the BakedLightmapData will be saved built-in to the scene file, which makes it huge and slow to load/save (since binary data is converted to Base64).
This also happens with GIProbe/VoxelGI in my experieence.
Steps to reproduce
- Create a BakedLightmap node.
- Create a lightmapping setup.
- Save your scene to a
.tscn
file. - Select the BakedLightmap node and click Bake. Accept the default save location for the
.lmbake
file. - Press Ctrl + S to save the scene.
- Notice how the
.tscn
file becomes huge on disk (several megabytes or more). This is not as noticeable with a binary.scn
file, but it'll still be pretty large.