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FTI - Fix SceneTreeFTI depth limit behaviour
Fixes off by one bug, and increases the limit slightly.
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@@ -286,7 +286,7 @@ void SceneTreeFTI::_create_depth_lists() {
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// This shouldn't happen, but wouldn't be terrible if it did.
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DEV_ASSERT(depth >= 0);
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depth = MIN(depth, (int32_t)data.scene_tree_depth_limit);
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depth = MIN(depth, (int32_t)data.scene_tree_depth_limit - 1);
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LocalVector<Node3D *> &dest_list = data.dirty_node_depth_lists[depth];
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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