Rewrote large part of rendering, omni and spot shadows now work.
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@ -432,14 +432,6 @@ public:
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virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0;
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// omni light
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enum LightOmniShadowDetail {
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LIGHT_OMNI_SHADOW_DETAIL_VERTICAL,
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LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL
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};
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virtual void light_omni_set_shadow_detail(RID p_light, LightOmniShadowDetail p_detail) = 0;
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// directional light
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enum LightDirectionalShadowMode {
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LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
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@ -667,12 +659,17 @@ public:
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enum ViewportDebugDraw {
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VIEWPORT_DEBUG_DRAW_DISABLED,
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VIEWPORT_DEBUG_DRAW_UNSHADED,
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VIEWPORT_DEBUG_DRAW_LIGHTING,
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VIEWPORT_DEBUG_DRAW_OVERDRAW,
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VIEWPORT_DEBUG_DRAW_WIREFRAME,
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VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS
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};
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virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
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virtual void directional_shadow_atlas_set_size(int p_size) = 0;
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/* SKY API */
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enum SkyMode {
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@ -792,7 +789,6 @@ public:
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virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
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virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
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virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) = 0;
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virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
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/* INSTANCING API */
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@ -1106,7 +1102,6 @@ VARIANT_ENUM_CAST(VisualServer::MultimeshTransformFormat);
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VARIANT_ENUM_CAST(VisualServer::MultimeshColorFormat);
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VARIANT_ENUM_CAST(VisualServer::MultimeshCustomDataFormat);
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VARIANT_ENUM_CAST(VisualServer::LightOmniShadowMode);
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VARIANT_ENUM_CAST(VisualServer::LightOmniShadowDetail);
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VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowMode);
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VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowDepthRangeMode);
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VARIANT_ENUM_CAST(VisualServer::ReflectionProbeUpdateMode);
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