feat: data-oriented chunks optimization with tile registry
- Phase 1: Bit-packed standability (ChunkData with bitsets) - Phase 2: Reactive connectivity (dirty chunks) - Phase 3: Async terrain baking (AsyncComputeTaskPool) - Pathfinding weight system (rock=50 preferred, bedrock=150 avoided) - Movement speed affected by tile weight - External tiles.toml for hot-reloadable tile definitions - TileRegistry singleton for async-safe tile lookups - Fixed world_to_chunk to use CHUNK_SIZE_TILE (128) not CHUNK_SIZE (8) - Fixed infinite spawner with Local<bool> state guards - Fixed spawn coordinate grid alignment Note: Zigzag pathfinding bug introduced - needs investigation
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@@ -1,6 +1,6 @@
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initial_chunk_radius = 7
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[spawn_counts]
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dorfs = 500
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dorfs = 5
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pigs = 5
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rabbits = 50
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rabbits = 5
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