Octree removal 1: delete dead octree code paths #475
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sky_line/Slipstream#475
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Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Part of #474. From the 2026-10-06 audit: the octrees are still built and maintained every frame, but almost nothing reads them. Rendering, culling, world picking, LOD, texture priority and lights all run on our own systems.
Delete:
LLPipeline::lineSegmentIntersectInWorld(pipeline.cpp ~1703-1877),LLSpatialGroup::lineSegmentIntersect(llspatialpartition.cpp ~1282) — no callers.processOccluders/addOccluders/doOcclusion(llvocache.cpp ~1085-1137).sUseOcclusionis 0 and VK passes do_occlusion=false.LLViewerRegion::killObject(~1817) — no callers.LLSpatialGroup::rebuildGeom/rebuildMesh, theLLVolumeGeometryManagerrebuild paths, and the group'smVertexBuffer/mDrawMapremnants.Restrict: rect-select grow (llglsandbox.cpp ~217-243) to
PARTITION_VOLUME+PARTITION_BRIDGE. It already discards every other partition's results.Shipped in 1.1.0 Beta 7: octree removal step 1 (the rest continues in #474). Closing; please reopen if anything regressed.