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- Add per-frame cap for first-time creature model loads to spread expensive model/texture decode work across frames instead of burst loading. - Keep cached creature spawns flowing while deferring uncached display IDs, preserving world population updates with smoother frame pacing. - Defer transport WMO doodad instancing into a queued batch processor with a strict per-frame budget to avoid multi-hundred-ms spikes when ships/elevators register. - Process deferred transport doodad batches in both normal gameplay update and loading-screen warmup loop so heavy transport setup can be amortized before and after world entry. - Cleanup pending transport doodad batches on gameobject despawn to prevent stale work and avoid attaching children to removed parents. - Lower character texture cache miss logging from INFO to DEBUG to reduce log I/O contention during movement-heavy asset streaming. |
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