Lets make Lightmass EPIC (and understandable)

Those leaking artifacts look like insufficient photons. Try jacking up DirectPhotonDensity, IndirectPhotonPathDensity, IndirectPhotonDensity, IndirectIrradiancePhotonDensity in BaseLightmass.ini by a factor of 10 or so.

I am still looking into the Skylight-only case. I found a bug in the adaptive sampling, such that it was not doing much with IndirectLightingQuality > 1. Also I implemented portals and I’m testing those out. These things take time though, it will be some weeks before I have good results - mostly as I have to make sure no quality or build time regressions occur in many maps.

IndirectPhotonEmitConeAngle is used in combination with IndirectPhotonPathDensity to channel indirect photons into small windows and doors where they are needed the most. In a scene like that (indirect lighting of local lights not doing much) I don’t know why it would matter.