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@matthew798 in my case, it was at least partially a me issue. setting the sub viewport update mode to always instead of when visible fixed it.

Also, despite force reload turned off, the props still take some time to recalculate when the scene is opened in the editor.

Godot: 4.1.1 stable. Scatter: 4.0.0, on the assetlib. There is a possibility that I simply am not understanding how protonscatter is working, but when I first open the scene, the...

After doing some experimenting, it seems the only action that's being done on runtime is the cache restore, which is taking roughly 30 seconds. Is there anything I can do...

Perhaps instead of having several thousand trees, I instead have a fewer number of premade tree clusters.

Here's my info: - CPU: Ryzen 7 5800X - Trees: Roughly 2500 **copies** of a number of different prefab tree/bush combinations, colliders on - Roughly 5500 grass clumps, instanced -...

There are caches both in the addons folder, and a folder I created myself. The one in the addons folder is outdated, and is not relevant. I added more print...

Update: gravesite 9 hangs while doing `_update_split_multimeshes()`. Investigating further. I wonder if it lies on some sort of chunk boundary?...

Another Update: More narrowing down to `get_or_create_multimesh_chunk()`

It hangs on [this line](https://github.com/HungryProton/scatter/blob/5ca161172ad29a79db5c1fac2ea40cc521550581/addons/proton_scatter/src/common/scatter_util.gd#L124C33-L124C33). I wonder why this could be?... (Also [This](https://github.com/HungryProton/scatter/blob/5ca161172ad29a79db5c1fac2ea40cc521550581/addons/proton_scatter/src/scatter.gd#L430C3-L435C3) could probably be optimized using Array.Resize() so you don't have to keep resizing.)