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Discrete Level of Detail
Add scene side discrete level of detail. New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
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@@ -1462,14 +1462,6 @@
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Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
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</description>
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</method>
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<method name="instance_geometry_set_as_instance_lod">
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<return type="void" />
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<argument index="0" name="instance" type="RID" />
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<argument index="1" name="as_lod_of_instance" type="RID" />
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<description>
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Not implemented in Godot 3.x.
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</description>
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</method>
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<method name="instance_geometry_set_cast_shadows_setting">
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<return type="void" />
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<argument index="0" name="instance" type="RID" />
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@@ -1478,17 +1470,6 @@
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Sets the shadow casting setting to one of [enum ShadowCastingSetting]. Equivalent to [member GeometryInstance.cast_shadow].
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</description>
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</method>
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<method name="instance_geometry_set_draw_range">
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<return type="void" />
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<argument index="0" name="instance" type="RID" />
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<argument index="1" name="min" type="float" />
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<argument index="2" name="max" type="float" />
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<argument index="3" name="min_margin" type="float" />
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<argument index="4" name="max_margin" type="float" />
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<description>
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Not implemented in Godot 3.x.
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</description>
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</method>
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<method name="instance_geometry_set_flag">
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<return type="void" />
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<argument index="0" name="instance" type="RID" />
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