The common way in horde to include/exclude objects in a rendering pass is using the material classes. As deferred lights need to have a material anyway, it should be straightforward to add a class parameter to the DoDeferredLightLoop pipeline command.
worstplayer wrote:
f I use a separate shader that doesn't have LIGHTING context, Horde3D will crash the moment any light using this context appears on the scene.
This is definitely a bug, if a context is not available the object should be ignored. Do you have a simple repro case for that crash?