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Commit 977436c

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WIP: P2 rendering
- Replaced the std::map<MeshKey, StaticDrawCommand> hot draw lists with unordered_map buckets plus sorted traversal vectors. - Added stable draw ordering by pipeline, shader, material, then mesh. - Added conservative shadow map caching using caster hashes, spot-light hashes, and directional light/camera cascade state. - Added cascade update thresholds so tiny camera/light changes do not constantly rebuild cascades. - Shadow passes now skip rendering when cached shadow maps are still valid.
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