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Initial implementation of "clipbox" streaming.
The name is made up and might not make much sense. It's inspired from "clipmaps" in heightmap terrains, due to the hierarchical 3D boxes being used. It still uses logic similar to octrees, but block allocation and request logic follows hierarchical boxes instead of directly being driven by an explicit octree data structure. Octree logic only determines which mesh chunks should be active as they load in and out, so that LODs dont overlap and don't leave holes. Expected advantages are lower CPU usage due only reacting on loads instead of polling, and far less hashmap lookups due to neighbors not having to be polled, because loading boxes are padded and all LODs can load in one go, and in parallel (no need to wait for parent LODs). Its simplicity also allows more predictable and controllable chunk loading management, for multiplayer and signals notably. Needs more work and testing, some features are missing, there might be some bugs and some downsides to improve.
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