60 Minutes Ago
Prefab filters can now check topology in radius using generated distance transform fields of Chebyshev distance to the nearest texel of that topology. Effectively a per-stage cache of distance from topologies to avoid walking texels. - Built in two-pass Burst - Built per-stage only when a stage has asked about a bit 100k times to make the building worth it. Bits written mid-stage fall back to the existing texel scan (decor that writes topology as it is placed) - TerrainTopologyMap.GetTopology picks fields or the existing texel scan New tests compared with previous baseline show 8-12s saved (Cliffs Hills & Cliffs Hills Small) depending on the seed. Roughly 3% time savings across the entire generation. Radius scans per run dropped from 8.76 billion -> 2.12 billion. Prefab placement is slightly stricter as fields check a full square of texels whereas the scan clipped corners at radii of 1 or 2 texels. Recorded a 1.6% reduction cliff hills small placements (0.7% of all prefabs)