8 hours, shooter and FSJ tile occupation.
New shooter movement selection and the shooter occupies a tile when it lands. When choosing where to move, the shooter now selects a random unoccupied tile and tests to see if there is a clean line of travel. Instead of testing 25 random points over the arena the shooter will now test all unoccupied tiles before deciding that it cannot move and fire another volley from its current position.
When the shooter selects its final movement position and therefore its landing position, the tile that is moving to is noted occupied by the spawn director. This tile ID is passed to the junk and the junk clears the tile on death.
If the shooter becomes junk before selecting a tile to occupy, the shooter finds the nearest unoccupied tile and occupies it. The junk, instead of allowing physics forces to take it to the floor, now moves to the occupied tile, stopping on contact.
Flier spawner junk now occupies the tiles it topples onto and stops topple based on new conditions. The junk tilts until the core of the object is in contact with at least two different floor tiles. At this point the junk finds all tiles that it is overlapping as an actor and registers them as occupied. These are all released on death.
Center tiles are no longer the only tiles to get a 0 distance from the nearest object. All occupied tiles are given distance 0.