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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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@@ -266,6 +266,7 @@ public:
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FUNC2(reflection_probe_set_enable_shadows, RID, bool)
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FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
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FUNC2(reflection_probe_set_resolution, RID, int)
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FUNC2(reflection_probe_set_lod_threshold, RID, float)
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/* DECAL API */
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@@ -450,6 +451,8 @@ public:
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FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
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FUNC2(viewport_set_use_debanding, RID, bool)
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FUNC2(viewport_set_lod_threshold, RID, float)
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//this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
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virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
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return rendering_server->viewport_get_render_info(p_viewport, p_info);
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@@ -575,6 +578,7 @@ public:
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FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
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FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
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FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
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FUNC2(instance_geometry_set_lod_bias, RID, float)
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FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
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FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
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