More than doubled the speed of the MeshTrimmer stage of HLOD generation
Only readback the texture once, not per ray
Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid
Do the dot product check before the ray, halves the number of rays
Removed a bunch of allocations (it's editor code, but still useful)
Full S2p with HLODs:
Launch Site 9:33 -> 2:18
Water Treatment -> 2:23 -> 0:51
S2P Launch site