Just to Survive
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All Just to Survive Developer Diary entries
Development diary··1 min read

Fixed invisible tree barriers and softened flashlight spill

Bounded tree clearance restores open paths, while wider flashlight beams illuminate the ground near the survivor.

Just to Survive / Field recording

Portrait archive

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.