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Reduce scope of sunlight shadowcasting. #34348

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kevingranade opened this issue Sep 30, 2019 · 0 comments · Fixed by #34391
Closed

Reduce scope of sunlight shadowcasting. #34348

kevingranade opened this issue Sep 30, 2019 · 0 comments · Fixed by #34391
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[C++] Changes (can be) made in C++. Previously named `Code` Code: Performance Performance boosting code (CPU, memory, etc.) Good First Issue This is a good first issue for a new contributor

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@kevingranade
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Is your feature request related to a problem? Please describe.
During active play, recalculating sunlight levels in outdoor areas consumes a significant amount of processing time.

Describe the solution you'd like
On map shift or on initial sunlight propogation, we can track which horizontal map slices are populated with opaque tiles, and start sunlight propagation at that level instead of starting at the top of the skybox.

@kevingranade kevingranade added [C++] Changes (can be) made in C++. Previously named `Code` Code: Performance Performance boosting code (CPU, memory, etc.) Good First Issue This is a good first issue for a new contributor labels Sep 30, 2019
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Labels
[C++] Changes (can be) made in C++. Previously named `Code` Code: Performance Performance boosting code (CPU, memory, etc.) Good First Issue This is a good first issue for a new contributor
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