Don't tag UBO as dirty anymore otherwise it still crashes on render
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@ -1315,7 +1315,4 @@ void paste_matcopybuf(Main *bmain, Material *ma)
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void BKE_material_eval(struct Depsgraph *depsgraph, Material *material)
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{
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DEG_debug_print_eval(depsgraph, __func__, material->id.name, material);
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if ((BLI_listbase_is_empty(&material->gpumaterial) == false)) {
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GPU_material_uniform_buffer_tag_dirty(&material->gpumaterial);
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}
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}
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@ -168,6 +168,5 @@ void BKE_world_eval(struct Depsgraph *depsgraph, World *world)
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DEG_debug_print_eval(depsgraph, __func__, world->id.name, world);
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if (!BLI_listbase_is_empty(&world->gpumaterial)) {
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world->update_flag = 1;
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GPU_material_uniform_buffer_tag_dirty(&world->gpumaterial);
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}
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}
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