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optimisations skipping empty for loops
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@@ -368,7 +368,7 @@ public partial class LightUpdater : UdonSharpBehaviour
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if (pushShadowMap) VRCShader.SetGlobalFloatArray(UdonID_ShadowMapIndex, _ShadowMapArray);
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VRCShader.SetGlobalFloat(UdonID_LightCount, currentCount);
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Debug.Log($"[MoonlightVRC] Pushed {currentCount} lights to shader.");
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//Debug.Log($"[MoonlightVRC] Pushed {currentCount} lights to shader.");
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// Only now mark them clean
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if (pushPositions) { _positons_isDirty = false; }
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