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Keep global lights consistent when scene branches change #2997
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Good — dropping the dirty-flag pruning here is the fix, but the line itself now looks like an oversight rather than a deliberate choice. The comments you added sit in
updateGeometricStateanddetachChildAt; a one-liner here would stop someone "optimizing" this back into the lost-light bug later.There was a problem hiding this comment.
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Concretely:
Same behaviour, plus a note for whoever reads this next.
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Added that explanation directly at the recursive call in 79f74e8. This is a comment-only change: Node's compiled bytecode without debug metadata is identical before and after, and the unchanged 45-case lifecycle suite still passes.
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Confirmed in the diff — the explanation sits right at the recursive call and says the right thing:
That's a good spot for it, since it's the exact line someone would be tempted to re-guard with
RF_GLOBAL_LIGHTS.One small note on the "identical bytecode" check: comments are dropped by the compiler either way, so that's expected rather than surprising — but verifying the suite still passes is the part that matters, and you did that. All three of my earlier threads are now closed. Nice work.