Added all missing VisualServer bindings
- Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance - Removed draw and sync, were duplicates of force_* equivalents - Bumped binders max arguments from 11 to 13 - Wrote some wrappers as not all methods were variant-friendly
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@ -785,6 +785,10 @@ public:
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virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
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virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
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Array _instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario = RID()) const;
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Array _instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
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Array _instances_cull_convex_bind(const Array &p_convex, RID p_scenario = RID()) const;
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enum InstanceFlags {
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INSTANCE_FLAG_USE_BAKED_LIGHT,
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INSTANCE_FLAG_MAX
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@ -1012,6 +1016,22 @@ VARIANT_ENUM_CAST(VisualServer::CanvasLightShadowFilter);
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VARIANT_ENUM_CAST(VisualServer::CanvasOccluderPolygonCullMode);
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VARIANT_ENUM_CAST(VisualServer::RenderInfo);
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VARIANT_ENUM_CAST(VisualServer::Features);
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VARIANT_ENUM_CAST(VisualServer::MultimeshTransformFormat);
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VARIANT_ENUM_CAST(VisualServer::MultimeshColorFormat);
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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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VARIANT_ENUM_CAST(VisualServer::ParticlesDrawOrder);
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VARIANT_ENUM_CAST(VisualServer::EnvironmentBG);
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VARIANT_ENUM_CAST(VisualServer::EnvironmentDOFBlurQuality);
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VARIANT_ENUM_CAST(VisualServer::EnvironmentGlowBlendMode);
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VARIANT_ENUM_CAST(VisualServer::EnvironmentToneMapper);
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VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOQuality);
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VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOBlur);
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VARIANT_ENUM_CAST(VisualServer::InstanceFlags);
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VARIANT_ENUM_CAST(VisualServer::ShadowCastingSetting);
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//typedef VisualServer VS; // makes it easier to use
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#define VS VisualServer
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