We merged a major refactor to how we do our internal lighting system, it should solve all square artifact issues and increase your framerate in scenes with many lights.
Previously we used a Forward+ approach to light culling by testing shapes against tiles, we changed this to use frustums instead, makes it much simpler and lets us to a lot more with this, and slides perfectly with fog & our GPU driven shadow culling system
You don't need to do anything to enable this, you just get free frames.