- Entity Engine: Replaced heavy UUID lookups with direct memory references.
- Smart Rendering: Introduced VDOM-style diffing so only pixels that actually change get updated.
- Layout Cache: Cached formatted times (like "01:30") directly into memory to skip redundant font parsing.
- Dirty States: Timers now flag themselves as "dirty"; clean timers bypass the render loop entirely.
- Visibility Optimization: Paused all visual rendering for timers when no players are within range.
- Config Cache: Moved all config.yml reads into a static memory cache to prevent disk lookups during ticks.
- GUI Engine: Switched from manually rebuilding inventories to instantly cloning a static base template.
- Scheduler: Upgraded the task scheduler to use a Priority Queue that only checks tasks strictly due for execution.
- Direct Spawning: Fixed entities teleporting upon spawn by placing them exactly at their final coordinates immediately.
