Agents avoid each other, audio goes event-driven, and builds preflight themselves
Deterministic local avoidance and tiled cached navmesh cooking complete the navigation stack, runtime audio becomes a fully event-driven system, characters crouch safely, and Build Game validates every component before staging a package.
- Deterministic reciprocal avoidance: agents flow around each other with per-agent horizon, neighbor distance and priority controls, and exact restart proof.
- Tiled navmesh cooking with SHA-256 source fingerprints and a persistent cache, so editing one corner rebuilds only the dirty tiles.
- Event-driven runtime audio: play, pause, resume, stop, gain and fixed-tick fades with picked-instance precision, plus spatial blend and completion triggers. Saves restore playback to the exact sample.
- Reusable Event Sheet includes: a Primary sheet composes library sheets, diamond dependencies run once per tick, and cycles are rejected at authoring time.
- Obstruction-safe character crouch with hold or toggle modes and stance recovery that waits for overhead clearance.
- One shared world-geometry source now feeds physics and navigation, with terrain deriving a physics heightfield automatically.
- Build Game now runs a compatibility preflight that names every unsupported component or broken reference before staging begins.