Performance optimizations: sound caching, renderer culling, entity and lighting improvements
- Sound engine: cache filesystem probe results to avoid repeated file existence checks; add MA_SOUND_FLAG_DECODE for pre-decoded playback - Level renderer: column-level frustum culling, compact visible chunk lists to skip empty iteration, lightweight second-pass render path, early-out for non-dirty chunks, scaled recheck period at high render distances - Entity: cache shared_from_this() to reduce reference counting overhead in move() and checkInsideTiles() - Level: skip checkLight() when tile light properties unchanged; enable entity locking on all platforms (not just Vita) - LevelChunk: only rescan min height when the minimum column changes; defer lightGap processing - LivingEntity: use raw pointer cast instead of dynamic_pointer_cast; cache friction tile lookup - ServerPlayerGameMode: return whether block was destroyed to avoid redundant tile update packets
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@@ -45,7 +45,7 @@ public:
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void tick();
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void startDestroyBlock(int x, int y, int z, int face);
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void stopDestroyBlock(int x, int y, int z);
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bool stopDestroyBlock(int x, int y, int z);
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void abortDestroyBlock(int x, int y, int z);
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private:
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