shadowStatic property
Marks this node's meshes as static shadow casters: their geometry,
material coverage, and world transform are promised not to change while
mounted, so the engine may render them into cached shadow-map tiles that
are reused across frames instead of re-encoding every caster every
frame. Large static worlds become dramatically cheaper to shadow; nodes
left dynamic (the default) still cast per-frame shadows on top of the
cache. A static node that does change (moves, remesh, material coverage
edit) shows stale shadows until its render item re-registers, so flag
only genuinely static content. Not inherited by children; set it on each
mesh-bearing node. Materials with a vertex { } displacement stage
should stay dynamic, since their cached shadows would not follow a
camera-dependent displacement.
Implementation
bool shadowStatic = false;