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Fix #19507 Not emitted particles affects performance
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@@ -1869,10 +1869,12 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
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InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
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if (ins->base_type == VS::INSTANCE_PARTICLES) {
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//particles visible? process them
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VSG::storage->particles_request_process(ins->base);
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//particles visible? request redraw
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VisualServerRaster::redraw_request();
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if (VSG::storage->particles_get_emitting(ins->base) || !VSG::storage->particles_get_inactive(ins->base)) {
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//particles visible? process them
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VSG::storage->particles_request_process(ins->base);
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//particles visible? request redraw
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VisualServerRaster::redraw_request();
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}
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}
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if (geom->lighting_dirty) {
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