UpdateShroud shows up in profile reports as one of the most active methods (2.3% CPU time, main mono thread). This commit introduces `anyCellDirty` to indicate that at lease one of the cells was marked as dirty. Avoiding the need to traverse all projected cells of the map to find any dirty cell. This reduces the number of shroud updates by at least 50% during a test game. I assume this is related to renders occurring more often than logic ticks(?).
11 KiB
11 KiB