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-Fix all shadow and culling related issues, fixes #9330
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@@ -978,16 +978,6 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF
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switch (p_flags) {
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case VS::INSTANCE_FLAG_CAST_SHADOW: {
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if (p_enabled == true) {
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instance->cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
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} else {
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instance->cast_shadows = VS::SHADOW_CASTING_SETTING_OFF;
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}
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instance->base_material_changed(); // to actually compute if shadows are visible or not
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} break;
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case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: {
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instance->visible_in_all_rooms = p_enabled;
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@@ -1001,6 +991,12 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF
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}
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}
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void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
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Instance *instance = instance_owner.get(p_instance);
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ERR_FAIL_COND(!instance);
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instance->cast_shadows = p_shadow_casting_setting;
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instance->base_material_changed(); // to actually compute if shadows are visible or not
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}
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void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) {
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