You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-05 12:10:55 +00:00
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>
This commit is contained in:
@@ -1891,7 +1891,7 @@ void RenderingServer::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode);
|
||||
ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
|
||||
ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only);
|
||||
ClassDB::bind_method(D_METHOD("light_directional_set_sky_mode", "light", "mode"), &RenderingServer::light_directional_set_sky_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter);
|
||||
|
||||
@@ -1937,6 +1937,10 @@ void RenderingServer::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
|
||||
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY);
|
||||
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("shadows_quality_set", "quality"), &RenderingServer::shadows_quality_set);
|
||||
ClassDB::bind_method(D_METHOD("directional_shadow_quality_set", "quality"), &RenderingServer::directional_shadow_quality_set);
|
||||
ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size);
|
||||
|
||||
Reference in New Issue
Block a user