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.
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21 changed files with 199 additions and 198 deletions
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@ -1016,7 +1016,7 @@ void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas
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viewport->canvas_map[p_canvas].sublayer = p_sublayer;
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}
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void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
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void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
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Viewport *viewport = viewport_owner.get_or_null(p_viewport);
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ERR_FAIL_COND(!viewport);
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@ -1026,7 +1026,7 @@ void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size
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RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
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}
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void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
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void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
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Viewport *viewport = viewport_owner.get_or_null(p_viewport);
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ERR_FAIL_COND(!viewport);
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