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Remove leftovers from the DirectionalLight3D Optimized shadow depth range
The Optimized shadow depth range was removed in late 2020 in favor of the Stable shadow depth range, but it still had a (broken) property that allowed to enable it.
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@@ -6031,20 +6031,6 @@ RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_m
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return light->directional_shadow_mode;
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}
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void RendererStorageRD::light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) {
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Light *light = light_owner.getornull(p_light);
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ERR_FAIL_COND(!light);
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light->directional_range_mode = p_range_mode;
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}
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RS::LightDirectionalShadowDepthRangeMode RendererStorageRD::light_directional_get_shadow_depth_range_mode(RID p_light) const {
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const Light *light = light_owner.getornull(p_light);
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ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
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return light->directional_range_mode;
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}
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uint32_t RendererStorageRD::light_get_max_sdfgi_cascade(RID p_light) {
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const Light *light = light_owner.getornull(p_light);
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ERR_FAIL_COND_V(!light, 0);
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