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They were OR-ed into pipelineFlags just after the CreateGraphicsPipeline call that consumes them, so the render manager's "don't compile a pipeline that requires depth for a non-depth renderpass type" check could never fire for game pipelines. thin3d_vulkan.cpp sets the flag before its call, which is the intended order. Note this can now legitimately skip some variants when loading the shader cache - those were invalid combinations that the check was written to reject. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SGz54K3ZXa2Qzyc3aMEYyY