Mesh deallocation seems to not be an issue anymore.

If it still is, it can be moved to a thread since storage is thread-safe.
Profiling has shown however mesh instances can be slow to deallocate now
(details in a comment added in recent commits), but it's not as bad as how
slow meshes used to be. Need to keep an eye on that.
This commit is contained in:
Marc Gilleron 2022-07-10 17:11:51 +01:00
parent 6327b31320
commit d6d592bb20

View File

@ -103,7 +103,6 @@ Godot 4 is required from this version.
- Known issues
- Some nodes and resources no longer start with predefined properties due to a warning introduced in Godot4 when properties are resources.
- SDFGI does not work all the time and can only be forced to update by moving away and coming back, pre-generating the terrain, or toggling it off and on. This is a limitation of Godot not supporting well meshes created dynamically.
- Moving fast near a terrain with mesh size 16 can cause more noticeable slowdowns compared to Godot3. This is because Godot's Vulkan allocator is much slower to free mesh buffers. A mitigation is in place to smooth the slowdown but it is not avoidable.
0.5.x - Legacy Godot 3 branch - `godot3.x`