Updates: * New obstruction-map exists, where cells are marked as 'taken' by a unit whose radius-circle contains its center (or whose center is contained by its rect), and 'touched' by units whose radius-circles intersect its rect. (also tracks cells 'taken' and 'touched' by static-obstructions) * Dynamic path-finder uses the new obstruction-map to avoid finding paths that would cause two units to 'take' the same cell. (rather than looping through nearby units and checking for radius-overlaps) * By the above change, dynamic-pathfinder's path-finder-time is reduced to ~40% of prior. (yes, exciting stuff! it's getting fast enough now that the game is playable even with a fair number of units hitting into each other (though it probably can't handle army-sized groups yet)) * Path-finder now successfully finds paths through friendly gates; in case of enemy gate, cached path-finder will find a path through it, but the issue will be noticed before it's used, and the dynamic path-finder will be called instead. * New setting exists: Developer>showObstructionMap * Using the "set melee attack" or "set pierce attack" cheat codes no longer causes error.