The static world caster rebuilds only on 16 yd of camera drift. The refresh that invalidates it when streamed geometry arrives lived in the volumetric-fog plugin and was gated on that cvar, so with volumetricFog 0 a standing camera never picked up trees and doodads that streamed in late. The refresh now lives in world_shadow.rs and is gated on worldShadows only (Classic unaffected). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>