Skip sunlight calculation on uniform z-levels #34391
Merged
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Summary
SUMMARY: Performance "Skip sunlight calculation on uniform z-levels"
Purpose of change
Raycasting is unnecessarily done from the top of the sky. To avoid this, sunlight begins at the highest populated z-level in the reality bubble.
Describe the solution
On map::shift() the highest z-level of the current submaps is calculated and recorded in the level_cache to be used as an upper bound for suncasting.
Describe alternatives you've considered
Might be a better way to do this, but 馃し
Additional context
Closes #34348