Fix incorrect culling when drawing actors depth only
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@@ -303,6 +303,7 @@ void Renderer::DrawSceneDepth(GPUContext* context, SceneRenderTask* task, GPUTex
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RenderContext renderContext(task);
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renderContext.List = RenderList::GetFromPool();
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renderContext.View.Pass = DrawPass::Depth;
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renderContext.View.Flags &= ~ViewFlags::OcclusionCulling;
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renderContext.View.Prepare(renderContext);
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// Call drawing (will collect draw calls)
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