Patch Notes Page 119
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v0.0.279
Section titled “v0.0.279”- 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.
v0.0.280
Section titled “v0.0.280”- 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.
v0.0.281
Section titled “v0.0.281”- Navigation: added EnemyAI sub-profiler breakdown for pathing, avoidance, and clamp costs.
v0.0.282
Section titled “v0.0.282”- Navigation: added boundary avoidance steering and goal clearance to reduce edge-clamp spikes near blocked tiles.
v0.0.283
Section titled “v0.0.283”- Navigation: fixed boundary avoidance/goal clearance helpers so edge handling runs correctly in-game.
v0.0.284
Section titled “v0.0.284”- Navigation: added soft-avoid navmesh tiles (yellow debug) with path cost weighting to avoid blocked layers.
v0.0.285
Section titled “v0.0.285”- Combat: arrow projectiles now use an 8-direction sprite sheet and aim toward their travel direction.
v0.0.286
Section titled “v0.0.286”- Combat: split melee vs ranged base fire rates (data-driven defaults).
- Combat: projectiles now collide with blocking map layers (buildings, cliffs, etc.).