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* dont calculate scane bounds for every trace * add trace ground parallel * Use Jittered Grid instead of random points - Less placement misses(more performant) - More uniforma placement + Added TraceParallel to place clutter all at once instead of sequentially https://files.facepunch.com/antopilo/1b1011b1/UQcbpBEvwg.png * Save proxy recreation with transform physics body - Add clutter tag to physics body itself * forgot this part * TerrainScatterer now uses traceGroundParallel * Clean up some garbage in scatterer functions * dotnet format * rename TraceGroundParallel -> BatchTraceGround