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#include " ../meshers/blocky/voxel_mesher_blocky.h"
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#include " ../meshers/voxel_mesher.h"
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#include " ../streams/voxel_stream.h"
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- #include " ../util/godot/classes/rendering_server.h"
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#include " ../util/godot/classes/script.h"
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#include " ../util/godot/core/string.h"
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@@ -155,7 +154,7 @@ void VoxelNode::get_configuration_warnings(PackedStringArray &warnings) const {
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Ref<VoxelMesherBlocky> blocky_mesher = mesher;
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if (blocky_mesher.is_valid ()) {
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if (blocky_mesher->get_shadow_occluder_mask () > 0 &&
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- get_shadow_casting () == RenderingServer ::SHADOW_CASTING_SETTING_OFF) {
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+ get_shadow_casting () == GeometryInstance3D ::SHADOW_CASTING_SETTING_OFF) {
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warnings.append (ZN_TTR (
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" Shadow casting is turned off on the terrain, but the mesher generates shadow occluders. You "
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" may want to turn that off too."
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