Fixed invisible tree barriers and softened flashlight spill
Bounded tree clearance restores open paths, while wider flashlight beams illuminate the ground near the survivor.
I traced ignored movement clicks and combat path stalls to the way thin tree contacts were expanded. Some tiny triangles produced invisible clearance spikes stretching far beyond their trunks. I replaced that padding with bounded body clearance and localized the navigation searches, so nearby geometry controls the route instead of distant spikes.
I also restored the existing movement-refusal messages and added more detailed CPU timings to the diagnostics. Separately, I widened the flashlight, softened its edge and added a small pool of light near the survivor’s feet. The native T control switches both the beam and nearby spill.
“Thin tree contacts should not create invisible walls across open ground.”
The clips show a real point-and-click walk and the current flashlight on the native field. These are current-build demonstrations, not a filmed before-and-after performance comparison. The retained RTX benchmark measured a matched combat-navigation improvement separately; large-save stalls and the earlier long-session freeze remain unverified.