Add all Viewport.debug_draw enum options to dropdown
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1 changed files with 1 additions and 1 deletions
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@ -4769,7 +4769,7 @@ void Viewport::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "is_using_debanding");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "is_using_debanding");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_occlusion_culling"), "set_use_occlusion_culling", "is_using_occlusion_culling");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_occlusion_culling"), "set_use_occlusion_culling", "is_using_occlusion_culling");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mesh_lod_threshold", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_mesh_lod_threshold", "get_mesh_lod_threshold");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mesh_lod_threshold", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_mesh_lod_threshold", "get_mesh_lod_threshold");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_draw", PROPERTY_HINT_ENUM, "Disabled,Unshaded,Lighting,Overdraw,Wireframe"), "set_debug_draw", "get_debug_draw");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_draw", PROPERTY_HINT_ENUM, "Disabled,Unshaded,Lighting,Overdraw,Wireframe,Normal Buffer,VoxelGI Albedo,VoxelGI Lighting,VoxelGI Emission,Shadow Atlas,Directional Shadow Map,Scene Luminance,SSAO,SSIL,Directional Shadow Splits,Decal Atlas,SDFGI Cascades,SDFGI Probes,VoxelGI/SDFGI Buffer,Disable Mesh LOD,OmniLight3D Cluster,SpotLight3D Cluster,Decal Cluster,ReflectionProbe Cluster,Occlusion Culling Buffer,Motion Vectors,Internal Buffer"), "set_debug_draw", "get_debug_draw");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_hdr_2d"), "set_use_hdr_2d", "is_using_hdr_2d");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_hdr_2d"), "set_use_hdr_2d", "is_using_hdr_2d");
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#ifndef _3D_DISABLED
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#ifndef _3D_DISABLED
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