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Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
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@@ -540,6 +540,10 @@ public:
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FUNC2(camera_set_camera_effects, RID, RID)
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FUNC2(camera_set_use_vertical_aspect, RID, bool)
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/* OCCLUDER */
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FUNCRIDSPLIT(occluder)
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FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &);
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#undef server_name
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#undef ServerName
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//from now on, calls forwarded to this singleton
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@@ -590,6 +594,9 @@ public:
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FUNC2(viewport_set_msaa, RID, ViewportMSAA)
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FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
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FUNC2(viewport_set_use_debanding, RID, bool)
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FUNC2(viewport_set_use_occlusion_culling, RID, bool)
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FUNC1(viewport_set_occlusion_rays_per_thread, int)
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FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
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FUNC2(viewport_set_lod_threshold, RID, float)
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FUNC2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
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