- the resting player's blinking status glow was rebuilding the whole interface's batches every frame — a run whose bytes didn't move is no longer rewritten, worth 1.17 ms at Stormwind
- doodad skeletons collapse into the pose buffer and parked rigs skip the model pass; doodad and prop hulls weld into batched trimeshes
- the Update schedule runs on the single-threaded executor by default, measured faster than the multithreaded one for this frame
- a parked camera stops claiming to move every frame
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>