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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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@@ -374,7 +374,7 @@ 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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FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float)
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/* DECAL API */
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@@ -575,7 +575,7 @@ public:
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FUNC2(viewport_set_use_occlusion_culling, RID, bool)
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FUNC1(viewport_set_occlusion_rays_per_thread, int)
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FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
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FUNC2(viewport_set_lod_threshold, RID, float)
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FUNC2(viewport_set_mesh_lod_threshold, RID, float)
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FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
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FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
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