Currently as it is, models are static. But the clientTick function still runs anyway, and can be significant. For instance, a bunker with lots of chests took up about 2-3% of the render thread time.
This PR brings some minor cleanup, and turns clientTick into a no-op. As well, a 2nd PR to master branch is provided with merge conflicts resolved.
Currently as it is, models are static. But the clientTick function still runs anyway, and can be significant. For instance, a bunker with lots of chests took up about 2-3% of the render thread time. This PR brings some minor cleanup, and turns
clientTick
into a no-op. As well, a 2nd PR to master branch is provided with merge conflicts resolved.