Optim: Preserialize the tree grid before sending to the player
- Added ClientRPC overload that accepts a MemoryStream to support above
- Early out of the tree streaming logic if no players are in the streaming queue
Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m
Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in