Performance optimizations: sound caching, renderer culling, entity and lighting improvements

- Sound engine: cache filesystem probe results to avoid repeated file existence checks; add MA_SOUND_FLAG_DECODE for pre-decoded playback
- Level renderer: column-level frustum culling, compact visible chunk lists to skip empty iteration, lightweight second-pass render path, early-out for non-dirty chunks, scaled recheck period at high render distances
- Entity: cache shared_from_this() to reduce reference counting overhead in move() and checkInsideTiles()
- Level: skip checkLight() when tile light properties unchanged; enable entity locking on all platforms (not just Vita)
- LevelChunk: only rescan min height when the minimum column changes; defer lightGap processing
- LivingEntity: use raw pointer cast instead of dynamic_pointer_cast; cache friction tile lookup
- ServerPlayerGameMode: return whether block was destroyed to avoid redundant tile update packets
This commit is contained in:
Revela
2026-03-18 17:22:04 -05:00
parent 80ba2e0762
commit 0ba923f085
12 changed files with 311 additions and 170 deletions

View File

@@ -1545,7 +1545,7 @@ void GameRenderer::renderLevel(float a, int64_t until)
if (visibleWaterChunks > 0)
{
PIXBeginNamedEvent(0,"Fancy second pass - actual rendering");
levelRenderer->render(cameraEntity, 1, a, updateChunks); // 4J - chanaged, used to be renderSameAsLast but we don't support that anymore
levelRenderer->renderChunksDirect(1, a); // Lightweight path — skips redundant allChanged/resortChunks checks
PIXEndNamedEvent();
}