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Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
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@@ -410,6 +410,13 @@ public:
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FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
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FUNC1(lightmap_set_probe_capture_update_speed, float)
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/* Shadow Atlas */
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FUNC0R(RID, shadow_atlas_create)
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FUNC3(shadow_atlas_set_size, RID, int, bool)
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FUNC3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
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FUNC2(directional_shadow_atlas_set_size, int, bool)
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/* DECAL API */
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#undef ServerName
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@@ -652,7 +659,6 @@ public:
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#define ServerName RenderingMethod
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#define server_name RSG::scene
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FUNC2(directional_shadow_atlas_set_size, int, bool)
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FUNC1(voxel_gi_set_quality, VoxelGIQuality)
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/* SKY API */
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