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Discrete Level of Detail
Add scene side discrete level of detail. New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
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@@ -2188,8 +2188,6 @@ void VisualServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &VisualServer::instance_geometry_set_material_overlay);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod);
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ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &VisualServer::_instances_cull_aabb_bind, DEFVAL(RID()));
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ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &VisualServer::_instances_cull_ray_bind, DEFVAL(RID()));
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