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Little Bits
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
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@@ -157,7 +157,7 @@ class VisualServerRaster : public VisualServer {
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float draw_range_begin;
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float draw_range_end;
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float extra_margin;
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int lightmap_texture_index;
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Rasterizer::InstanceData data;
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@@ -267,6 +267,7 @@ class VisualServerRaster : public VisualServer {
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data.billboard_y=false;
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data.baked_light=NULL;
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data.baked_light_octree_xform=NULL;
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data.baked_lightmap_id=-1;
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version=1;
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room_info=NULL;
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room=NULL;
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@@ -278,7 +279,7 @@ class VisualServerRaster : public VisualServer {
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draw_range_end=0;
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extra_margin=0;
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visible_in_all_rooms=false;
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lightmap_texture_index=-1;
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baked_light=NULL;
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baked_light_info=NULL;
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BLE=NULL;
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@@ -942,6 +943,9 @@ public:
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virtual void baked_light_set_octree(RID p_baked_light,const DVector<uint8_t> p_octree);
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virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const;
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virtual void baked_light_set_lightmap_multiplier(RID p_baked_light,float p_multiplier);
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virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const;
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virtual void baked_light_add_lightmap(RID p_baked_light,const RID p_texture,int p_id);
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virtual void baked_light_clear_lightmaps(RID p_baked_light);
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