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all light types and shadows are working, pending a lot of clean-up
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@@ -687,6 +687,10 @@ public:
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BIND2RC(uint32_t,mesh_surface_get_format,RID,int)
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BIND2RC(PrimitiveType,mesh_surface_get_primitive_type,RID,int)
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BIND2RC(AABB,mesh_surface_get_aabb,RID,int)
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BIND2RC(Vector<DVector<uint8_t> >,mesh_surface_get_blend_shapes,RID,int)
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BIND2RC(Vector<AABB>,mesh_surface_get_skeleton_aabb,RID,int)
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BIND2(mesh_remove_surface,RID,int)
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BIND1RC(int,mesh_get_surface_count,RID)
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@@ -759,6 +763,9 @@ public:
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BIND2(light_set_cull_mask,RID ,uint32_t )
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BIND2(light_set_shader,RID ,RID )
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BIND2(light_omni_set_shadow_mode,RID,LightOmniShadowMode)
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BIND2(light_omni_set_shadow_detail,RID,LightOmniShadowDetail)
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BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
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/* PROBE API */
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@@ -847,7 +854,8 @@ public:
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BIND2(viewport_set_global_canvas_transform,RID,const Matrix32& )
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BIND3(viewport_set_canvas_layer,RID ,RID ,int )
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BIND2(viewport_set_shadow_atlas_size,RID ,int )
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BIND3(viewport_set_shadow_atlas_quadrant_subdivision,RID ,int, int )
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/* ENVIRONMENT API */
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