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Fix segfault caused by shadow map on exit
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@ -229,9 +229,9 @@ WieldMeshSceneNode::~WieldMeshSceneNode()
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{
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{
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sanity_check(g_extrusion_mesh_cache);
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sanity_check(g_extrusion_mesh_cache);
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// Remove node from shadow casters
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// Remove node from shadow casters. m_shadow might be an invalid pointer!
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if (m_shadow)
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if (auto shadow = RenderingEngine::get_shadow_renderer())
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m_shadow->removeNodeFromShadowList(m_meshnode);
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shadow->removeNodeFromShadowList(m_meshnode);
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if (g_extrusion_mesh_cache->drop())
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if (g_extrusion_mesh_cache->drop())
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g_extrusion_mesh_cache = nullptr;
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g_extrusion_mesh_cache = nullptr;
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