lightmap padding broken in Unity5

On of the most basic features of a lightmaping in a game engine is pixel padding when you bake lightmaps.
Otherwise, you will end up with black lines in your lightmapped objects at certain camera angles.

In beast you just had to enter the number of pixels and it will extend the uv islands in the lightmap with a few pixels. How on earth do you do this for Unity5?

It’s there in the Baked GI section - Baked Padding.

it does not work as its suppose to meaning it only adds more distance between the shells and does NOT extend the shells with additional pixels.

Oh, you mean having a border with similar colors.

For some reason this isn’t a priority for Unity, even though it makes the lightmapping almost unusable. It seems a simple thing to add…

Even HL1 has a lightmapper that doesn’t give black borders at low resolutions.

Exactly, I really don’t get why this thing is not priority, why add more feature when the most basic things is not working.
I talked with some programmers and it takes a week max to get this essential feature in and test it.

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