pandemonium_engine/scene
Hugo Locurcio 769c33abdf Backport DirectionalLight fade_start property to 3.x
- Implement shadow fading when using the Orthogonal shadow mode
  (like in `master`).

This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.

This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.

The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2024-07-17 00:11:17 +02:00
..
2d Clang format everything again. 2024-07-16 21:29:26 +02:00
3d Backport DirectionalLight fade_start property to 3.x 2024-07-17 00:11:17 +02:00
animation Fix AnimationTree. 2024-04-06 14:00:16 +02:00
audio File copyright header updates pt9. 2023-12-18 00:25:33 +01:00
debugger File copyright header updates pt9. 2023-12-18 00:25:33 +01:00
gui Add range hint for ViewportContainer.stretch_shrink 2024-07-14 08:26:25 +02:00
main Clang format everything. 2024-07-16 21:23:54 +02:00
resources Clang format everything. 2024-07-16 21:23:54 +02:00
register_scene_types.cpp Clang format everything. 2024-07-16 21:23:54 +02:00
register_scene_types.h File copyright header updates pt10. 2023-12-18 00:31:04 +01:00
SCsub Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00