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Implement automatic LOD (Level of Detail)
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
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@@ -359,6 +359,7 @@ public:
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BIND2(reflection_probe_set_enable_shadows, RID, bool)
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BIND2(reflection_probe_set_cull_mask, RID, uint32_t)
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BIND2(reflection_probe_set_resolution, RID, int)
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BIND2(reflection_probe_set_lod_threshold, RID, float)
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/* DECAL API */
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@@ -545,6 +546,7 @@ public:
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BIND2(viewport_set_msaa, RID, ViewportMSAA)
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BIND2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
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BIND2(viewport_set_use_debanding, RID, bool)
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BIND2(viewport_set_lod_threshold, RID, float)
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BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
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BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
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@@ -673,6 +675,7 @@ public:
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BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
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BIND2(instance_geometry_set_as_instance_lod, RID, RID)
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BIND4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
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BIND2(instance_geometry_set_lod_bias, RID, float)
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BIND3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
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BIND2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
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