What changed
0 fixes0 additions4 changes0 removals
changedSummary: The hyphal network that grows across the map is now drawn much more efficiently. Instead of sending each thread to the GPU one at a time, all threads of the same type are bundled together and drawn in a single pass. This eliminates hundreds of redundant operations per frame, especially noticeable in late-game networks with many active roots.
changedAll network threads are now drawn in a few grouped passes instead of one by one
changedNo visible changes — the network looks and animates exactly the same
changedReduces CPU overhead significantly during network rendering
Mycelium Conquest changes
changedSummary: The hyphal network that grows across the map is now drawn much more efficiently. Instead of sending each thread to the GPU one at a time, all threads of the same type are bundled together and drawn in a single pass. This eliminates hundreds of redundant operations per frame, especially noticeable in late-game networks with many active roots.
changedAll network threads are now drawn in a few grouped passes instead of one by one
changedNo visible changes — the network looks and animates exactly the same
changedReduces CPU overhead significantly during network rendering
Summary: The hyphal network that grows across the map is now drawn much more efficiently. Instead of sending each thread to the GPU one at a time, all threads of the same type are bundled together and drawn in a single pass. This eliminates hundreds of redundant operations per frame, especially noticeable in late-game networks with many active roots.
Changes:
All network threads are now drawn in a few grouped passes instead of one by one
Branches, twigs, live threads, and fading threads each get their own batch
No visible changes — the network looks and animates exactly the same
Biggest gains appear in late-game networks with hundreds of active threads
Reduces CPU overhead significantly during network rendering