Yeah, I don't know... There are also other weird performance issues for me, particularly very high CPU usage when verbose debug printing is turned off. I should probably make a bug report in the Godot repository for this.
Meanwhile, I got also some nice results using inverse hull outlines, with custom "normals" (using Blender's smooth normals and a script to write them to vertex colors):

Here is the Python script. It must be run in Blender, with the Godot export plugin installed, and the object to edit as active object. It also exports the scene, next to the blend file.
import sys
import bpy
from mathutils import Vector
def gamma_inverse(color):
return Vector(tuple([x ** (2.2) for x in color]))
if __name__ == "__main__":
current_obj = bpy.context.active_object
mesh = current_obj.data
if not mesh.vertex_colors:
mesh.vertex_colors.new()
mesh.update()
for loop_index, loop in enumerate(mesh.loops):
loop_vert_index = loop.vertex_index
norm = mesh.vertices[loop_vert_index].normal
tnorm = Vector((norm.x, norm.z, -norm.y))
color = gamma_inverse((tnorm * 0.5) + Vector((0.5, 0.5, 0.5)))
color.resize_4d()
mesh.vertex_colors.active.data[loop_index].color = color
mesh.update()
assert bpy.data.is_saved, "File needs to be saved first"
path = bpy.data.filepath[:bpy.data.filepath.rindex(".blend")] + ".escn"
print("Saving to", path)
addons = bpy.utils.user_resource('SCRIPTS', path="addons")
print("Addons", addons)
sys.path.insert(0, addons)
import io_scene_godot
overrides = {
"object_types": { "EMPTY", "GEOMETRY" },
"use_included_in_render": True,
"animation_modes": "SCENE_ANIMATION",
"material_mode": "SPATIAL",
"material_search_paths": "PROJECT_DIR",
"use_beta_features": False,
"use_visible_objects": True,
"use_export_selected": False,
"use_mesh_modifiers": False,
"use_export_shape_key": True,
"use_export_animation": True,
"use_stashed_action": True,
}
io_scene_godot.export(path, overrides)
print("Done")