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Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
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@@ -1355,9 +1355,9 @@ SceneTree::SceneTree() {
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const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false);
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root->set_use_occlusion_culling(use_occlusion_culling);
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float lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0);
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float mesh_lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/mesh_lod/lod_change/threshold_pixels", PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"));
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root->set_lod_threshold(lod_threshold);
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root->set_mesh_lod_threshold(mesh_lod_threshold);
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bool snap_2d_transforms = GLOBAL_DEF("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
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root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
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