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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
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11 changed files with 714 additions and 116 deletions
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@ -2156,7 +2156,7 @@ bool CharacterRenderer::attachWeapon(uint32_t charInstanceId, uint32_t attachmen
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wa.offset = offset;
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charInstance.weaponAttachments.push_back(wa);
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core::Logger::getInstance().info("Attached weapon model ", weaponModelId,
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core::Logger::getInstance().debug("Attached weapon model ", weaponModelId,
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" to instance ", charInstanceId, " at attachment ", attachmentId,
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" (bone ", boneIndex, ", offset ", offset.x, ",", offset.y, ",", offset.z, ")");
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return true;
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