Repository: godotengine/godot
File: editor/plugins/node_3d_editor_plugin.cpp (C++)

Code before:
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/bottom_view"), VIEW_BOTTOM);
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/left_view"), VIEW_LEFT);
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/right_view"), VIEW_RIGHT);
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/front_view"), VIEW_FRONT);
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/rear_view"), VIEW_REAR);
	view_menu->get_popup()->add_separator();
	view_menu->get_popup()->add_radio_check_item(TTR("Perspective") + " (" + ED_GET_SHORTCUT("spatial_editor/switch_perspective_orthogonal")->get_as_text() + ")", VIEW_PERSPECTIVE);
	view_menu->get_popup()->add_radio_check_item(TTR("Orthogonal") + " (" + ED_GET_SHORTCUT("spatial_editor/switch_perspective_orthogonal")->get_as_text() + ")", VIEW_ORTHOGONAL);
	view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_PERSPECTIVE), true);
	view_menu->get_popup()->add_check_item(TTR("Auto Orthogonal Enabled"), VIEW_AUTO_ORTHOGONAL);
	view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_AUTO_ORTHOGONAL), true);
	view_menu->get_popup()->add_separator();
	view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_lock_rotation", TTR("Lock View Rotation")), VIEW_LOCK_ROTATION);
	view_menu->get_popup()->add_separator();
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_normal", TTR("Display Normal")), VIEW_DISPLAY_NORMAL);
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_wireframe", TTR("Display Wireframe")), VIEW_DISPLAY_WIREFRAME);
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_overdraw", TTR("Display Overdraw")), VIEW_DISPLAY_OVERDRAW);
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_lighting", TTR("Display Lighting")), VIEW_DISPLAY_LIGHTING);
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_unshaded", TTR("Display Unshaded")), VIEW_DISPLAY_SHADELESS);
	view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_NORMAL), true);
	display_submenu->add_radio_check_item(TTR("Directional Shadow Splits"), VIEW_DISPLAY_DEBUG_PSSM_SPLITS);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Normal Buffer"), VIEW_DISPLAY_NORMAL_BUFFER);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Shadow Atlas"), VIEW_DISPLAY_DEBUG_SHADOW_ATLAS);
	display_submenu->add_radio_check_item(TTR("Directional Shadow"), VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Decal Atlas"), VIEW_DISPLAY_DEBUG_DECAL_ATLAS);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("VoxelGI Lighting"), VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING);
	display_submenu->add_radio_check_item(TTR("VoxelGI Albedo"), VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO);
	display_submenu->add_radio_check_item(TTR("VoxelGI Emission"), VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("SDFGI Cascades"), VIEW_DISPLAY_DEBUG_SDFGI);
	display_submenu->add_radio_check_item(TTR("SDFGI Probes"), VIEW_DISPLAY_DEBUG_SDFGI_PROBES);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Scene Luminance"), VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("SSAO"), VIEW_DISPLAY_DEBUG_SSAO);
	display_submenu->add_radio_check_item(TTR("SSIL"), VIEW_DISPLAY_DEBUG_SSIL);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("GI Buffer"), VIEW_DISPLAY_DEBUG_GI_BUFFER);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Disable LOD"), VIEW_DISPLAY_DEBUG_DISABLE_LOD);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Omni Light Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS);
	display_submenu->add_radio_check_item(TTR("Spot Light Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS);
	display_submenu->add_radio_check_item(TTR("Decal Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_DECALS);
	display_submenu->add_radio_check_item(TTR("Reflection Probe Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES);
	display_submenu->add_radio_check_item(TTR("Occlusion Culling Buffer"), VIEW_DISPLAY_DEBUG_OCCLUDERS);


Review comment (bug):
Maybe `VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS` could be renamed to `_MAP`.

Code after:
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/bottom_view"), VIEW_BOTTOM);
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/left_view"), VIEW_LEFT);
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/right_view"), VIEW_RIGHT);
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/front_view"), VIEW_FRONT);
	view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/rear_view"), VIEW_REAR);
	view_menu->get_popup()->add_separator();
	view_menu->get_popup()->add_radio_check_item(TTR("Perspective") + " (" + ED_GET_SHORTCUT("spatial_editor/switch_perspective_orthogonal")->get_as_text() + ")", VIEW_PERSPECTIVE);
	view_menu->get_popup()->add_radio_check_item(TTR("Orthogonal") + " (" + ED_GET_SHORTCUT("spatial_editor/switch_perspective_orthogonal")->get_as_text() + ")", VIEW_ORTHOGONAL);
	view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_PERSPECTIVE), true);
	view_menu->get_popup()->add_check_item(TTR("Auto Orthogonal Enabled"), VIEW_AUTO_ORTHOGONAL);
	view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_AUTO_ORTHOGONAL), true);
	view_menu->get_popup()->add_separator();
	view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_lock_rotation", TTR("Lock View Rotation")), VIEW_LOCK_ROTATION);
	view_menu->get_popup()->add_separator();
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_normal", TTR("Display Normal")), VIEW_DISPLAY_NORMAL);
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_wireframe", TTR("Display Wireframe")), VIEW_DISPLAY_WIREFRAME);
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_overdraw", TTR("Display Overdraw")), VIEW_DISPLAY_OVERDRAW);
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_lighting", TTR("Display Lighting")), VIEW_DISPLAY_LIGHTING);
	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_unshaded", TTR("Display Unshaded")), VIEW_DISPLAY_SHADELESS);
	view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_NORMAL), true);
	display_submenu->add_radio_check_item(TTR("Directional Shadow Splits"), VIEW_DISPLAY_DEBUG_PSSM_SPLITS);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Normal Buffer"), VIEW_DISPLAY_NORMAL_BUFFER);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Shadow Atlas"), VIEW_DISPLAY_DEBUG_SHADOW_ATLAS);
	display_submenu->add_radio_check_item(TTR("Directional Shadow Map"), VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Decal Atlas"), VIEW_DISPLAY_DEBUG_DECAL_ATLAS);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("VoxelGI Lighting"), VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING);
	display_submenu->add_radio_check_item(TTR("VoxelGI Albedo"), VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO);
	display_submenu->add_radio_check_item(TTR("VoxelGI Emission"), VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("SDFGI Cascades"), VIEW_DISPLAY_DEBUG_SDFGI);
	display_submenu->add_radio_check_item(TTR("SDFGI Probes"), VIEW_DISPLAY_DEBUG_SDFGI_PROBES);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Scene Luminance"), VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("SSAO"), VIEW_DISPLAY_DEBUG_SSAO);
	display_submenu->add_radio_check_item(TTR("SSIL"), VIEW_DISPLAY_DEBUG_SSIL);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("VoxelGI/SDFGI Buffer"), VIEW_DISPLAY_DEBUG_GI_BUFFER);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("Disable Mesh LOD"), VIEW_DISPLAY_DEBUG_DISABLE_LOD);
	display_submenu->add_separator();
	display_submenu->add_radio_check_item(TTR("OmniLight3D Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS);
	display_submenu->add_radio_check_item(TTR("SpotLight3D Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS);
	display_submenu->add_radio_check_item(TTR("Decal Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_DECALS);
	display_submenu->add_radio_check_item(TTR("ReflectionProbe Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES);
	display_submenu->add_radio_check_item(TTR("Occlusion Culling Buffer"), VIEW_DISPLAY_DEBUG_OCCLUDERS);