Reduced post-combat collision scanning
Roaming movement skips detailed resource polygons that lie outside the traveled segment.
I reduced the collision work that continues after combat while enemies return to roaming. A conservative broad rejection now avoids expensive nearby triangle checks when an actor is clearly outside a terrain collider; the precise checks remain for close contact.
The source author measured a controlled six-survivor scenario improving from about 8.2 to 60 FPS. That result belongs to the recorded development test, not to these diary clips. Cold enemy materialization and other long frame gaps still need work, and disabling leg work was not a successful fix.
“Roaming movement skips detailed resource polygons that lie outside the traveled segment.”
The accompanying footage is a deliberately paused inspection of a current malfunctioning automaton on field terrain. Its native materialization triggered a player-turn combat state, visible in the HUD. It identifies the affected actor and environment; it does not replay post-combat roaming or the six-survivor benchmark.