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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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@@ -469,13 +469,6 @@ public:
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virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
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virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
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enum LightDirectionalShadowDepthRangeMode {
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LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
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LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
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};
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virtual void light_directional_set_shadow_depth_range_mode(RID p_light, LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
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virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
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enum ShadowQuality {
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@@ -1505,7 +1498,6 @@ VARIANT_ENUM_CAST(RenderingServer::LightParam);
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VARIANT_ENUM_CAST(RenderingServer::LightBakeMode);
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VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode);
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VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode);
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VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowDepthRangeMode);
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VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode);
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VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode);
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VARIANT_ENUM_CAST(RenderingServer::VoxelGIQuality);
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