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BACKPORT: MonsterActivityComponent optimization #8

@johnmoney

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@johnmoney

Cache transforms and squared distances to avoid repeated property lookups and sqrt. This is especially important at high monster counts.

Throttle expensive physics/overlap fallback checks when target is outside the cheap sqr test. Removed Tick Systems

Avoid recomputing squares in hot loops.

Small deadzone to avoid churny rotations when already facing the target.

MMO-style leash: "leash if target is > X meters away for > Y seconds"

Cache MovementTransform reference for repeated reads.

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scalabilityCan the system handle hundreds or thousands of concurrent players?
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