refactor(M03): extract terrain quality mesh cache
This commit is contained in:
@@ -979,6 +979,18 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
|
||||
- PackedScene loading is currently synchronous on create/replace and is a documented
|
||||
prototype limitation, not an accepted network-scale frame-critical path.
|
||||
|
||||
## 2026-07-16 Terrain Quality Mesh Cache Extraction
|
||||
|
||||
- `TerrainQualityMeshCache` now owns full-quality terrain revisit Mesh references,
|
||||
tile-key LRU order and source admission outside `StreamingWorldLoader`.
|
||||
- The historical rules are unchanged: successful restore touches newest; store
|
||||
trims oldest to `terrain_quality_mesh_cache_limit`; zero/negative capacity keeps
|
||||
no entries; control-splat/splat sources are never retained in this revisit cache.
|
||||
- The loader keeps three narrow adapters: restore into tile state, store after a
|
||||
full-quality result and clear during existing world reset/shutdown.
|
||||
- ADT parsing, quality tasks/results, tile state, cache format versions, material/
|
||||
Node/RID finalization, budgets and visible terrain behavior remain loader-owned.
|
||||
|
||||
## Practical Rule For Future Work
|
||||
|
||||
If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
|
||||
|
||||
Reference in New Issue
Block a user