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Epic 2 — Range & performance: scan far, never lag #2

Description

@JROtto5

Goal: cover more ground without frame drops.

  • Move the scan onto a background thread (no main-thread stalls)
  • Incremental scan: only re-check chunks that changed/loaded, cache the rest
  • Spatial index (per-chunk block-entity lists) instead of full rescans
  • Scan cadence adapts to movement speed
  • Configurable scan radius decoupled from render distance
  • Skip empty chunks fast
  • Debounce so standing still costs ~0
  • Profile + budget: cap ms/tick spent scanning
  • Optional deep-scan burst on a keypress
  • Memory cap on the container index

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