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@ -334,6 +334,8 @@ namespace SanAndreasUnity.Behaviours.World
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GUILayout.Label("total num divisions " + (null == _leaves ? 0 : _leaves.Count));
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GUILayout.Label("total num objects " + totalNumObjects);
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GUILayout.Label("geometry parts loaded " + SanAndreasUnity.Importing.Conversion.Geometry.NumGeometryPartsLoaded);
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GUILayout.Label("num TOBJ objects " + StaticGeometry.TimedObjects.Count);
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GUILayout.Label("num active objects with lights " + StaticGeometry.ActiveObjectsWithLights.Count);
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GUILayout.Label("num objects in current division " + (containingDivision != null ? containingDivision.NumObjects : 0));
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GUILayout.Label("num divisions updated " + numDivisionsUpdatedLoadOrder);
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GUILayout.Label("num objects updated " + numMapObjectsUpdatedLoadOrder);
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@ -66,6 +66,7 @@ namespace SanAndreasUnity.Behaviours.World
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// hashset is better because we do lookup/remove often, while iteration is done rarely
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private static HashSet<StaticGeometry> s_activeObjectsWithLights = new HashSet<StaticGeometry>();
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public static IReadOnlyCollection<StaticGeometry> ActiveObjectsWithLights => s_activeObjectsWithLights;
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// use arrays to save memory
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// set them to null to save memory
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