Fix crash in headless mode (#4476)
# Objective Fixes #4440. ## Solution Check if `RenderDevice` exists and add CI validation.
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.github/example-run/headless_defaults.ron
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3
.github/example-run/headless_defaults.ron
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@ -0,0 +1,3 @@
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(
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exit_after: Some(100)
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)
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@ -642,8 +642,13 @@ pub(crate) fn assign_lights_to_clusters(
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lights_query: Query<(Entity, &GlobalTransform, &PointLight, &Visibility)>,
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mut lights: Local<Vec<PointLightAssignmentData>>,
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mut max_point_lights_warning_emitted: Local<bool>,
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render_device: Res<RenderDevice>,
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render_device: Option<Res<RenderDevice>>,
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) {
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let render_device = match render_device {
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Some(render_device) => render_device,
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None => return,
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};
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global_lights.entities.clear();
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lights.clear();
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// collect just the relevant light query data into a persisted vec to avoid reallocating each frame
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