Fix rendering of custom actors lists in Editor viewports
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@@ -28,6 +28,7 @@ Terrain::Terrain(const SpawnParams& params)
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, _boundsExtent(Vector3::Zero)
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, _cachedScale(1.0f)
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{
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_drawCategory = SceneRendering::SceneDrawAsync;
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PhysicalMaterial.Changed.Bind<Terrain, &Terrain::OnPhysicalMaterialChanged>(this);
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}
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@@ -49,7 +50,7 @@ void Terrain::UpdateBounds()
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}
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BoundingSphere::FromBox(_box, _sphere);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void Terrain::CacheNeighbors()
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@@ -789,7 +790,7 @@ RigidBody* Terrain::GetAttachedRigidBody() const
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void Terrain::OnEnable()
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{
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GetSceneRendering()->AddActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->AddActor(this, _sceneRenderingKey);
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#if TERRAIN_USE_PHYSICS_DEBUG
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GetSceneRendering()->AddPhysicsDebug<Terrain, &Terrain::DrawPhysicsDebug>(this);
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#endif
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@@ -800,7 +801,7 @@ void Terrain::OnEnable()
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void Terrain::OnDisable()
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{
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GetSceneRendering()->RemoveActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
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#if TERRAIN_USE_PHYSICS_DEBUG
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GetSceneRendering()->RemovePhysicsDebug<Terrain, &Terrain::DrawPhysicsDebug>(this);
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#endif
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@@ -841,7 +842,7 @@ void Terrain::OnLayerChanged()
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UpdateLayerBits();
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void Terrain::OnActiveInTreeChanged()
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