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Merge pull request #54677 from Calinou/voxelgi-default-low-quality
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@@ -1702,7 +1702,7 @@
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</member>
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</member>
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<member name="rendering/global_illumination/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1">
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<member name="rendering/global_illumination/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1">
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</member>
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</member>
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<member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="1">
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<member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="0">
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</member>
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</member>
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<member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
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<member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
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</member>
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</member>
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@@ -392,7 +392,7 @@ public:
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return voxel_gi->texture;
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return voxel_gi->texture;
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};
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};
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RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_HIGH;
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RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
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/* SDFGI */
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/* SDFGI */
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@@ -2872,7 +2872,7 @@ RenderingServer::RenderingServer() {
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GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", false);
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GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", false);
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GLOBAL_DEF("rendering/global_illumination/voxel_gi/quality", 1);
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GLOBAL_DEF("rendering/global_illumination/voxel_gi/quality", 0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/voxel_gi/quality", PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"));
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/voxel_gi/quality", PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"));
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GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false);
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GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false);
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