No Grass Under Buildings 1.3.2
Changes since 1.3.1
- Added a three-dimensional spatial index so grass processing checks only nearby buildings instead of every tracked structure in the save.
- Reduced the spatial grid to 20-meter cells to avoid frame pauses in large or densely built saves.
- Removed per-building UObject tracking tokens that could exhaust Unreal Engine's object limit in extremely large saves.
- Applied the optimized nearby-only filtering to both landscape grass and cliff grass as foliage streams in.
- Preserved event-driven placement and dismantle handling, vegetation restoration, and multiplayer support.
Includes Steam and Epic Windows clients, Windows dedicated server, and Linux dedicated server builds for Satisfactory 1.2.4 (CL 502094) and SML 3.12.