perf: eliminate dense edit stalls

Keep resident wires, draw depths, GPU slabs, and edit history incremental across entity changes. Defer rollover work to avoid cursor jumps on dense drawings.
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Hakan Seven committed 2026-07-25 01:06:00 +03:00
1 parent ea93e169ea
commit da34c6817a
11 files changed
+956 -296

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@@ -518,8 +518,9 @@ pub(super) fn on_tab_close(&mut self, idx: usize) -> Task<Message> {
self.tabs[i].scene.hidden.remove(&h);
self.tabs[i].scene.clear_preview_wire();
// Geometry restored to the backup — re-tessellate just it.
self.tabs[i].scene.mark_entity_dirty(h);
self.tabs[i].scene.bump_geometry_no_blocks();
self.tabs[i]
.scene
.bump_entities(&[(h, crate::scene::ChangeKind::Modified)]);
self.refresh_selected_grips();
}
self.tabs[self.active_tab].snap_result = None;