Octree removal 2: stop building the 9 partitions nothing reads #476
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sky_line/Slipstream#476
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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.
These partitions are constructed, balanced, shifted and moved into, but nothing reads them under Vulkan: Terrain, Water, VoidWater, Tree, Grass, HUD, HUDParticle, Avatar, ControlAV (llviewerregion.cpp ~685-697).
Do:
movePartitiona no-op for those object types. The per-avatarmovePartitionevery frame (llvoavatar.cpp ~3100-3108) is the main saving.Precondition, audit first:
LLDrawable::isVisible()falls back to group visibility (lldrawable.cpp ~1097-1101).LLVOAvatar::updateVisibilitytreats "no group" as visible (llvoavatar.cpp ~5340).Objects that lose their group must keep behaving correctly. Also check flexi
isVisibleand the particle sim's visible rate.