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Patch Notes Page 115

  • Performance: added spatial grid for world collisions and throttled offscreen NPC collision resolution.
  • Performance: skipped enemy collision updates when no enemies are alive.
  • Performance: further throttled NPC world collision passes under high enemy counts.
  • Performance: trimmed solid-grid iteration overhead and skipped NPC world collision when no enemies exist.
  • Performance: reuse cached enemy grid for hero contact checks to cut collision overhead.
  • Performance: added distance-based LOD for enemy AI and movement, plus far-cull world collision.
  • Performance: parallelized enemy movement updates and capped hero contact checks.
  • Balance: scaled contact damage by tick stride to preserve DPS at lower update rates.
  • Build: fixed Windows cross-compile by renaming MinGW-conflicting identifiers in collision/movement logic.
  • Performance: switched world collision against map tiles to a precomputed TMX grid.
  • AI: added tile-based avoidance using the TMX collision grid (bridges stay passable).
  • Enemies no longer spawn on blocked tiles (water/buildings), with bridges still treated as walkable.
  • Tile Passable properties now affect enemy pathing and spawn placement.
  • Enemy spawns now respect tileset-level Passable defaults (water tiles no longer spawn enemies).
  • Enemy pathing uses a shared flow field to route around rivers and blocked tiles.