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Replace DirectionalLight3D's use_in_sky_only with sky_mode enum
3 options are available: - Light and Sky (default) - Light Only (new) - Sky Only (equivalent to `use_in_sky_only = true`) Co-authored by: clayjohn <claynjohn@gmail.com>
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@@ -5435,18 +5435,18 @@ bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const {
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return light->directional_blend_splits;
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}
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void RendererStorageRD::light_directional_set_sky_only(RID p_light, bool p_sky_only) {
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void RendererStorageRD::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND(!light);
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light->directional_sky_only = p_sky_only;
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light->directional_sky_mode = p_mode;
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}
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bool RendererStorageRD::light_directional_is_sky_only(RID p_light) const {
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RS::LightDirectionalSkyMode RendererStorageRD::light_directional_get_sky_mode(RID p_light) const {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, false);
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ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
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return light->directional_sky_only;
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return light->directional_sky_mode;
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}
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RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_mode(RID p_light) {
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