From 34ddcc3694aac358c8e2f9e54a51b1a1926d9e43 Mon Sep 17 00:00:00 2001 From: Relintai Date: Thu, 15 Feb 2024 20:38:16 +0100 Subject: [PATCH] Fix build on MSVC. --- servers/rendering/rendering_server_scene.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp index 543f5879f..dabe1a444 100644 --- a/servers/rendering/rendering_server_scene.cpp +++ b/servers/rendering/rendering_server_scene.cpp @@ -2813,7 +2813,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const // Directional lights aren't handled here, _light_instance_update_shadow is called from elsewhere. // Checking for this in case this changes, as this is assumed. - DEV_CHECK_ONCE(VSG::storage->light_get_type(ins->base) != VS::LIGHT_DIRECTIONAL); + DEV_CHECK_ONCE(RSG::storage->light_get_type(ins->base) != RS::LIGHT_DIRECTIONAL); // Tighter caster culling to the camera frustum should work correctly with multiple viewports + cameras. // The first camera will cull tightly, but if the light is present on more than 1 camera, the second will