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Bug: Clustered lights are culled when building cubemaps #1770

@lenship2

Description

@lenship2

Describe the bug

When cubemaps are being built, dynamic lightsources are kept culled based on the pvs. This means that any light sources outside the pvs will not render in cubemaps, resulting in effectively unlit cubemaps in areas where dynamic light sources are used.

To Reproduce

  1. Run provided map
  2. Build cubemaps while looking away from the opposite room

Issue Map

thing.zip

Expected Behavior

Light culling should be disabled during the cubemap building process

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    Includes Map!Type: BugThis is a problem with something that should be working one way, but isn't.What: GraphicsGraphics-related stuff

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