Patch Notes Page 115
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v0.0.247
Section titled “v0.0.247”- Performance: added spatial grid for world collisions and throttled offscreen NPC collision resolution.
- Performance: skipped enemy collision updates when no enemies are alive.
v0.0.248
Section titled “v0.0.248”- 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.
v0.0.249
Section titled “v0.0.249”- Performance: reuse cached enemy grid for hero contact checks to cut collision overhead.
v0.0.250
Section titled “v0.0.250”- 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.
v0.0.251
Section titled “v0.0.251”- Build: fixed Windows cross-compile by renaming MinGW-conflicting identifiers in collision/movement logic.
v0.0.252
Section titled “v0.0.252”- 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).
v0.0.253
Section titled “v0.0.253”- Enemies no longer spawn on blocked tiles (water/buildings), with bridges still treated as walkable.
- Tile
Passableproperties now affect enemy pathing and spawn placement.
v0.0.254
Section titled “v0.0.254”- Enemy spawns now respect tileset-level
Passabledefaults (water tiles no longer spawn enemies). - Enemy pathing uses a shared flow field to route around rivers and blocked tiles.