Minor fixes
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@@ -858,11 +858,6 @@ void SDLWindow::Focus()
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#endif
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String SDLWindow::GetTitle() const
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{
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return String(SDL_GetWindowTitle(_window));
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}
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void SDLWindow::SetTitle(const StringView& title)
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{
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SDL_SetWindowTitle(_window, title.ToStringAnsi().Get());
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@@ -97,7 +97,6 @@ public:
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float GetOpacity() const override;
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void SetOpacity(float opacity) override;
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void Focus() override;
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String GetTitle() const override;
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void SetTitle(const StringView& title) override;
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DragDropEffect DoDragDrop(const StringView& data) override;
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DragDropEffect DoDragDrop(const StringView& data, const Float2& offset, Window* dragSourceWindow) override;
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@@ -19,6 +19,7 @@
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#include "Engine/Content/Assets/CubeTexture.h"
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#include "Engine/Level/Scene/Lightmap.h"
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#include "Engine/Level/Actors/PostFxVolume.h"
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#include "Engine/Engine/Units.h"
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static_assert(sizeof(DrawCall) <= 288, "Too big draw call data size.");
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static_assert(sizeof(DrawCall::Surface) >= sizeof(DrawCall::Terrain), "Wrong draw call data size.");
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@@ -136,10 +137,10 @@ void RenderDirectionalLightData::SetShaderData(ShaderLightData& data, bool useSh
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bool RenderLocalLightData::CanRenderShadow(const RenderView& view) const
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{
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// Fade shadow on distance
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const float fadeDistance = Math::Max(ShadowsFadeDistance, 0.1f);
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const float fadeDistance = Math::Max(ShadowsFadeDistance, 0.01f);
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const float dstLightToView = Float3::Distance(Position, view.Position);
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const float fade = 1 - Math::Saturate((dstLightToView - Radius - ShadowsDistance + fadeDistance) / fadeDistance);
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return fade > ZeroTolerance && Radius > 10 && RenderLightData::CanRenderShadow(view);
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return fade > ZeroTolerance && Radius > METERS_TO_UNITS(0.1f) && RenderLightData::CanRenderShadow(view);
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}
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void RenderSpotLightData::SetShaderData(ShaderLightData& data, bool useShadow) const
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