Added a little bit of optimization to the VoxelEntityMap generation by skipping any voxels that are further away than 10 units. This is probably overkill, I could probably limit to 2 units and get even better results but 10 is good for now. This was to overcome a hang when selecting sprites in the wilderness where there are WAY too many sprites to worry about.
Added a little bit of optimization to the VoxelEntityMap generation by skipping any voxels that are further away than 10 units. This is probably overkill, I could probably limit to 2 units and get even better results but 10 is good for now. This was to overcome a hang when selecting sprites in the wilderness where there are WAY too many sprites to worry about.

afritz1/OpenTESArena