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* The retained view key from bevyengine#16942 was insufficient to uniquely identify a shadow cascade when multiple cameras were present. In such cases, the stable ID for a shadow cascade is actually (light entity, camera entity, cascade index), not (light entity, cascade index) as the PR in bevyengine#16942 assumed. This caused failures in the `camera_sub_view` example. * Sorted phase items didn't push batch sets as they were supposed to. I updated `batch_and_prepare_sorted_render_phase` to do so. This fixes the examples with transparency. * Unbatchable binned entities didn't push batch sets as they were supposed to. This fixes the `morph_targets` example. * As the `GpuPreprocessNode` now runs per camera (a necessary change for occlusion culling), it should only run on views associated with the current camera (the camera itself plus the shadow maps). It was running again for every view, causing failures in tests with multiple views like `split_screen`. * 3D meshes need to be re-extracted if their assets change, so that the first vertex and first index in `MeshInputUniform` are updated. I added a system to do so. Note that this system is somewhat inefficient when meshes change; once `cold-specialization` lands it can be updated to use the asset change infrastructure in that patch to fix the issue. This fixes the `query_gltf_primitives` example. * `specialized_mesh_pipeline` wasn't allocating indirect work items. I changed the example to do so.
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