TL,DR: Mixture of Voxel GI and Propagation Volumes. A little slower than usual VGI, but way better dealing with light-leaking (thin walls can be illuminated on the opposite side of the where a lamps is, but objects that are on that side of the wall where the light shouldn’t reach them stay dark).
Can we have that in Armory please? This stuff is so cool.
Focusing less on graphics features for armory 0.3, will get there eventually. There are still more fixes in 0.3 though, voxel gi handles multiple lamps and two bounces now (needs new armory release with recompiled binaries as I switched parts of the renderer to compute shaders).