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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-05-01 01:40:30 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-07-13 19:56:02 +0200 |
commit | 21ea1c38358362abd01ffaf60f1a80add81ef110 (patch) | |
tree | c02b365af51fcf087641ff7bc42e972d2b56f08b /servers/rendering/dummy/rasterizer_scene_dummy.h | |
parent | 98d5b37a4cf3c5dd008022752514109ff621d268 (diff) |
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.
Shadow atlas settings now contain the word "atlas" for easier searching.
Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
Diffstat (limited to 'servers/rendering/dummy/rasterizer_scene_dummy.h')
-rw-r--r-- | servers/rendering/dummy/rasterizer_scene_dummy.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h index e6d2b93f99..b49d6cff69 100644 --- a/servers/rendering/dummy/rasterizer_scene_dummy.h +++ b/servers/rendering/dummy/rasterizer_scene_dummy.h @@ -143,8 +143,8 @@ public: void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override {} void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override {} - void shadows_quality_set(RS::ShadowQuality p_quality) override {} - void directional_shadow_quality_set(RS::ShadowQuality p_quality) override {} + void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override {} + void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override {} RID light_instance_create(RID p_light) override { return RID(); } void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override {} |