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Removes RenderPath
We can render the game only with shaders so we don't need to support fixed function pipeline as a separate render path. We only need to know when to warn a user. Fixes #6244
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@@ -47,11 +47,6 @@ IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
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#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
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std::string GetRenderPath()
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{
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return RenderPathEnum::ToString(g_RenderingOptions.GetRenderPath());
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}
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std::string GetRenderDebugMode()
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{
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return RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()).c_str();
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@@ -83,7 +78,6 @@ Script::Function::Register<&Set##NAME##Enabled>(rq, "Renderer_Set" #NAME "Enable
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void RegisterScriptFunctions(const Script::Request& rq)
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{
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Script::Function::Register<&GetRenderPath>(rq, "Renderer_GetRenderPath");
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Script::Function::Register<&TextureExists>(rq, "TextureExists");
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Script::Function::Register<&GetRenderDebugMode>(rq, "Renderer_GetRenderDebugMode");
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Script::Function::Register<&SetRenderDebugMode>(rq, "Renderer_SetRenderDebugMode");
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