Epic: remove the scene octree / spatial partitions (built every frame, almost nothing reads them) #474
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sky_line/Slipstream#474
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Audit (2026-10-06): the scene octrees are still built and maintained every frame:
Yet almost nothing reads them under Vulkan. Rendering, culling, world picking, LOD, texture priority and lights all use our own systems.
Live readers today:
Several systems also read the per-object entry data (extents, centre, radius, camera distance, visibility stamps), not the tree itself.
Steps, easiest first:
The per-mesh triangle octrees (llvolumeoctree, glTF primitives) are separate and stay.
All steps done (#475-#480 closed). The scene octree is no longer built or maintained; its remaining readers (rect-select, level-3 probes, particle pick, object-cache interest management) run on our own systems, and the octree code is deleted. Shipped in 1.2.0 Beta 6.