Reduce scope of sunlight shadowcasting. #34348
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
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.
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