Single-threaded generation will cause maps to stall on load, and will only get worse with scale.
It should be possible to multithread on a per-entity and/or per-brush basis. I read about some caveats to using SurfaceTool off the main thread (need to pass null ArrayMesh to commit() and use return value instead).
Single-threaded generation will cause maps to stall on load, and will only get worse with scale.
It should be possible to multithread on a per-entity and/or per-brush basis. I read about some caveats to using SurfaceTool off the main thread (need to pass null ArrayMesh to commit() and use return value instead).