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Patch Notes Page 119

  • Navigation: added shared path cache with saved waypoints for reusing enemy paths across sessions.
  • Navigation: enemies now idle briefly after failed path attempts instead of retrying every tick.
  • Navigation: throttled full navmesh clamp scans to avoid CPU spikes near collision edges.
  • Navigation: expanded fast clamp search radius to keep enemies inside walkable areas with less overhead.
  • Navigation: added EnemyAI sub-profiler breakdown for pathing, avoidance, and clamp costs.
  • Navigation: added boundary avoidance steering and goal clearance to reduce edge-clamp spikes near blocked tiles.
  • Navigation: fixed boundary avoidance/goal clearance helpers so edge handling runs correctly in-game.
  • Navigation: added soft-avoid navmesh tiles (yellow debug) with path cost weighting to avoid blocked layers.
  • Combat: arrow projectiles now use an 8-direction sprite sheet and aim toward their travel direction.
  • Combat: split melee vs ranged base fire rates (data-driven defaults).
  • Combat: projectiles now collide with blocking map layers (buildings, cliffs, etc.).