Improve runtime stutter handling and ground clutter performance

- reduce per-tile ground clutter generation pressure and enforce tighter caps to avoid spikes

- remove expensive detail dedupe scans from the hot render path

- add progressive/lazy clutter updates around player movement to smooth frame pacing

- lower noisy runtime INFO logging to DEBUG/throttled paths

- keep terrain/game screen updates responsive while preserving existing behavior
This commit is contained in:
Kelsi 2026-02-21 01:26:16 -08:00
parent c04e97e375
commit 1003b25ff4
11 changed files with 714 additions and 116 deletions

View file

@ -2156,7 +2156,7 @@ bool CharacterRenderer::attachWeapon(uint32_t charInstanceId, uint32_t attachmen
wa.offset = offset;
charInstance.weaponAttachments.push_back(wa);
core::Logger::getInstance().info("Attached weapon model ", weaponModelId,
core::Logger::getInstance().debug("Attached weapon model ", weaponModelId,
" to instance ", charInstanceId, " at attachment ", attachmentId,
" (bone ", boneIndex, ", offset ", offset.x, ",", offset.y, ",", offset.z, ")");
return true;