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perf(render): skip entities outside loaded chunks
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@@ -300,6 +300,10 @@ void WorldRenderer::shadow_entity(ClientWorld& world,
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auto view = registry.view<BaseClientCreature, RenderTransform>();
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for (auto entity : view) {
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auto& creature = view.get<BaseClientCreature>(entity);
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auto pos = creature.transform.position.value;
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if (!world.is_render(pos)) {
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continue;
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}
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auto& t = view.get<RenderTransform>(entity);
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float yaw = std::atan2(t.direction.value.x, t.direction.value.z);
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@@ -724,6 +728,10 @@ void WorldRenderer::render_entity(ClientWorld& world) {
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auto view = registry.view<BaseClientCreature, RenderTransform>();
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for (auto entity : view) {
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auto& creature = view.get<BaseClientCreature>(entity);
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auto pos = creature.transform.position.value;
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if (!world.is_render(pos)) {
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continue;
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}
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auto& t = view.get<RenderTransform>(entity);
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float yaw = std::atan2(t.direction.value.x, t.direction.value.z);
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m_renderer.model_renderer().render_model(creature.model,
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