Implement tiered pathfinding with thread-local scratchpads
- TIER0 (<10 tiles): Vec-based linear search, zero hash overhead - TIER1 (10-30 tiles): FxHashMap scratchpad with memory reuse - TIER2 (30-100 tiles): AHashMap scratchpad for better collision resistance - TIER3 (>100 tiles): Chunk waypoint decomposition - Added benchmarking infrastructure with F8 report trigger - Added async infrastructure: PendingPath, CompletedPaths resources - Lowered MAX_NODES to 5000 to prevent runaway searches Benchmarks show P50 improved 13%, max improved 53%
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