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Patch Notes Page 114

  • Performance: preload key gameplay textures at startup to reduce runtime hitches.
  • UI: added a startup loading screen while assets are preloaded.
  • Performance: offscreen enemy AI/collision culling and dynamic AI tick stride.
  • Performance: reduce per-frame collision scans and batch entity draw ordering by texture.
  • Performance: added multithreaded collision broadphase, AI target selection, animation updates, and culling checks.
  • UI: show an FPS counter overlay in the minimap.
  • Performance: added per-system profiler overlay, cohort AI targeting, and aggressive AI staggering.
  • Performance: batched sprite rendering via SDL geometry and tightened hero contact collision checks.
  • Performance: added collision sub-timers and throttled contact/AoE/chain checks.
  • Performance: narrowed hero contact radius, added projectile culling, and reduced high-count grid rebuild frequency.