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feat: implement deeper throttling for Transform
, MeshRenderer
and GltfContainer
#177
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… `GltfContainer`
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Code looks great! Tested and it's working.
Maybe, and just maybe, and if you want, we can separate in another PR the Transform, and iterate a bit over it to make look better. Right now the scene transform updates for neighborhood scenes are laggy.
Video references:
With this PR:
https://github.com/decentraland/godot-explorer/assets/12563266/f9c16f50-aef3-46b1-8991-cc29da9d7fff
// NOTE: this is commented out because the put already sets the component as dirty | ||
// the current dirty is used to update the scene, and the put is used to update the crdt state | ||
// the current_dirty for Transform was used before and is going to be discarded soon | ||
|
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But are we going to use this code? Can we change to a TODO: discard current_dirty for Transform that is no longer used
What?
add_child
from main_tree queue (gltf_container.gd) to scene processing stageWhy?
Avoid processing time that is longer than the stipulated