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- Async creature model loading: M2 file I/O and parsing on background threads via std::async, GPU upload on main thread when ready (MAX_ASYNC_CREATURE_LOADS=4) - CharSections.dbc lookup cache: O(1) hash lookup instead of O(N) full DBC scan per humanoid NPC spawn (was scanning thousands of records twice per spawn) - Frame time budget: 4ms cap on creature spawn processing per frame - Wolf/worg model name check cached per modelId (was doing tolower+find per hostile creature per frame) - Weapon attach throttle: max 2 per 1s tick (was attempting all unweaponized NPCs) - Separate texture application tracking (displayIdTexturesApplied_) so async-loaded models still get skin/equipment textures applied correctly |
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