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Fix build on MSVC.
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@ -2813,7 +2813,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
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// Directional lights aren't handled here, _light_instance_update_shadow is called from elsewhere.
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// Checking for this in case this changes, as this is assumed.
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DEV_CHECK_ONCE(VSG::storage->light_get_type(ins->base) != VS::LIGHT_DIRECTIONAL);
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DEV_CHECK_ONCE(RSG::storage->light_get_type(ins->base) != RS::LIGHT_DIRECTIONAL);
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// Tighter caster culling to the camera frustum should work correctly with multiple viewports + cameras.
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// The first camera will cull tightly, but if the light is present on more than 1 camera, the second will
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