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Transform Propagation Optimization: Static Subtree Marking #18589
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mockersf
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Mar 28, 2025
alice-i-cecile
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Mar 30, 2025
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Thanks for tracking down the bug and getting the fix in <3 I wasn't pleased to have to revert this!
mockersf
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Mar 30, 2025
# Objective - Optimize static scene performance by marking unchanged subtrees. - [bef0209](bef0209) fixes #18255 and #18363. - Closes #18365 - Includes change from #18321 ## Solution - Mark hierarchy subtrees with dirty bits to avoid transform propagation where not needed - This causes a performance regression when spawning many entities, or when the scene is entirely dynamic. - This results in massive speedups for largely static scenes. - In the future we could allow the user to change this behavior, or add some threshold based on how dynamic the scene is? ## Testing - Caldera Hotel scene
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Labels
A-Transform
Translations, rotations and scales
C-Performance
A change motivated by improving speed, memory usage or compile times
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
TransformPlugin
#18321Solution
Testing