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Improve visuals and settings menus, fix overly strong lights
- Fix lights being overly strong due to an excessive range, which led to clustering artifacts. - Make VoxelGI and SDFGI brighter to make the scene more readable. - Tweak spotlight colors to better match their emitter material. - Make the core light orange-red to make it look more "unique" in the scene. - Add window mode, V-Sync and FPS limit options. - Add resolution scale and scale filter options (bilinear, FSR1, FSR2). The default is to use FSR2 at native resolution to provide high-quality temporal antialiasing. - Add volumetric fog (enabled by default), used as a volumetric lighting solution. - Add SSIL option (disabled by default), which helps better ground some objects in the scene. - Refactor settings code to use ConfigFile instead of manual JSON serialization. - Reorder settings to feature video settings first, then rendering settings. - Order settings from least expensive to most expensive. - Add performance color hints for settings (green = fast, yellow = average, orange = slow, red = slowest). - Add volumetric fog and a fake bounce light to the menu. - Make all setting changes effective in the menu. - Tweak shadow settings to improve performance and visual consistency. - Render GI at full-resolution to improve temporal stability when using FSR2 or TAA. Using upscaling should be preferred instead, since this demo relies on strong GI effects to look good. - Improve menu theming using the StyleBoxFlat Skew property. - Use the `canvas_items` stretch mode to match 3.x demo behavior, which used the `2d` stretch mode but wasn't ported over by the project converter. - Only display multiplayer ID in the debug menu if currently online. - Fix menu not using `experiment.hdr` for reflections as intended. - Remove unused menu button textures (these were replaced by StyleBoxFlat in the 4.0 port).
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