Possible bug in ShadowedRenderPass for lockshadow called objects

Hi all,

I have used ShadowedRenderPass and I think I found a bug about it. Here is the case, when you pass the scene node to the renderer, and if there are spatials with lockshadow called in the node tree, shadow volumes are calculated for those nodes, but are not drawn (not drawn part is good of course), and in the end you see artifacts on screen belonging to the lockshadow called spatials on screen. I have a fix at hand sorting out the problem by skipping shadowlocked nodes for shadowvolume generation etc, but I am not sure where to post the fix for review, and I am not sure if I am using lockshadow as intended.

If someone can guide me on how to proceed, I can provide more details.