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Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
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@@ -558,6 +558,44 @@ public:
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BIND2(instance_set_extra_visibility_margin, RID, real_t)
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// Portals
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BIND2(instance_set_portal_mode, RID, InstancePortalMode)
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BIND0R(RID, ghost_create)
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BIND4(ghost_set_scenario, RID, RID, ObjectID, const AABB &)
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BIND2(ghost_update, RID, const AABB &)
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BIND0R(RID, portal_create)
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BIND2(portal_set_scenario, RID, RID)
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BIND3(portal_set_geometry, RID, const Vector<Vector3> &, float)
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BIND4(portal_link, RID, RID, RID, bool)
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BIND2(portal_set_active, RID, bool)
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// Roomgroups
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BIND0R(RID, roomgroup_create)
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BIND2(roomgroup_prepare, RID, ObjectID)
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BIND2(roomgroup_set_scenario, RID, RID)
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BIND2(roomgroup_add_room, RID, RID)
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// Rooms
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BIND0R(RID, room_create)
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BIND2(room_set_scenario, RID, RID)
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BIND4(room_add_instance, RID, RID, const AABB &, const Vector<Vector3> &)
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BIND3(room_add_ghost, RID, ObjectID, const AABB &)
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BIND5(room_set_bound, RID, ObjectID, const Vector<Plane> &, const AABB &, const Vector<Vector3> &)
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BIND2(room_prepare, RID, int32_t)
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BIND1(rooms_and_portals_clear, RID)
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BIND1(rooms_unload, RID)
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BIND6(rooms_finalize, RID, bool, bool, bool, bool, String)
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BIND4(rooms_override_camera, RID, bool, const Vector3 &, const Vector<Plane> *)
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BIND2(rooms_set_active, RID, bool)
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BIND2(rooms_set_params, RID, int)
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BIND3(rooms_set_debug_feature, RID, RoomsDebugFeature, bool)
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BIND2(rooms_update_gameplay_monitor, RID, const Vector<Vector3> &)
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// Callbacks
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BIND1(callbacks_register, VisualServerCallbacks *)
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// don't use these in a game!
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BIND2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
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BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
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