An oversight on my end caused floors, layers and shapes to all become reactive, which isn't intended as this induces extra overhead that we aren't even using anywhere.
This PR changes the floorSystem state to only make the array holding floors and layers reactive, but not the individual items.
This is a technical internal change
An oversight on my end caused floors, layers and shapes to all become reactive, which isn't intended as this induces extra overhead that we aren't even using anywhere.
This PR changes the floorSystem state to only make the array holding floors and layers reactive, but not the individual items.