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bugfix(scorches): Prevent gameplay scorches from evicting map scorches - #3114

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stephanmeesters wants to merge 2 commits into
TheSuperHackers:mainfrom
stephanmeesters:bugfix/static-scorches
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bugfix(scorches): Prevent gameplay scorches from evicting map scorches#3114
stephanmeesters wants to merge 2 commits into
TheSuperHackers:mainfrom
stephanmeesters:bugfix/static-scorches

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@stephanmeesters

@stephanmeesters stephanmeesters commented Aug 11, 2026

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Adds a separate instance of W3DScorch to be used only for "static" scorch marks placed on a map using World Builder. This fixes the issue that these static scorches eventually disappear during gameplay.

By using the separate instance of W3DScorch, with its own GPU buffers, the static scorches will not have much performance impact: the buffer does not change often and is cheap to draw. The exception is changes to terrain geometry or changes to the map lighting, which invalidates all of the scorch buffers.

Deduplication of static scorches is disabled, as dedup checking adds to map loading time (especially if we were to increase the max nr of scorches later), and we can trust map makers to place the scorch marks correctly.

@stephanmeesters stephanmeesters added Rendering Is Rendering related Gen Relates to Generals ZH Relates to Zero Hour Bug Something is not working right, typically is user facing Minor Severity: Minor < Major < Critical < Blocker labels Aug 11, 2026
@Caball009 Caball009 added the WorldBuilder Relates to World Builder label Aug 11, 2026
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Bug Something is not working right, typically is user facing Gen Relates to Generals Minor Severity: Minor < Major < Critical < Blocker Rendering Is Rendering related WorldBuilder Relates to World Builder ZH Relates to Zero Hour

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World Builder Bug: Fix the issue where placed scorch marks disappear after a certain amount is reached

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