Glad you're still finding it useful!
I should have a new version with greatly improved performance for you fairly soon. I just need to update a few more places where the new FOV calculation is initiated, then run a couple more battles to look for the most obvious bugs.
how performance look after your changes? How much far you can now push visibility to see problems?
Attached is a graph of my latest test on movement-related calculations. The "original" bars is the current OXCE build. The newFOV2 bars is my current build. (not the executable from the original post). The graph tracks a single unit running to a craft door, then a second unit running into the craft and opening a second door. Each step along the X-axis is one step for the unit with a FOV calculation for every unit in range (34 units in range total). The Y-axis plots the time used per step for both algorithms. The view distance was set to 30. The median time used per calculation was 58.41ms and 5.782ms. The two slow newFOV2 bars are the doors opening, as that part of the code hasn't been updated to use the new features yet, which causes the algorithm to default to a semi-original behaviour.
I've tried playing with view distances up to 60, but the reactionfire gets really crazy when everyone can see across the map....