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Merge pull request #111444 from lawnjelly/fti_fix_scene_tree_depth_limit4
FTI - Fix `SceneTreeFTI` depth limit behaviour
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scene/main/scene_tree_fti.cpp

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@@ -286,7 +286,7 @@ void SceneTreeFTI::_create_depth_lists() {
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// This shouldn't happen, but wouldn't be terrible if it did.
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DEV_ASSERT(depth >= 0);
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depth = MIN(depth, (int32_t)data.scene_tree_depth_limit);
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depth = MIN(depth, (int32_t)data.scene_tree_depth_limit - 1);
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LocalVector<Node3D *> &dest_list = data.dirty_node_depth_lists[depth];
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS

scene/main/scene_tree_fti.h

Lines changed: 1 addition & 1 deletion
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@@ -77,7 +77,7 @@ class SceneTreeFTI {
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};
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struct Data {
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static const uint32_t scene_tree_depth_limit = 32;
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static const uint32_t scene_tree_depth_limit = 48;
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// Prev / Curr lists of Node3Ds having local xforms pumped.
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LocalVector<Node3D *> tick_xform_list[2];

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