Fixed
- Jump back searches at deeper depths could eat all memory and take the whole console down with no crash report — result storage was reworked, so a search that previously needed ~349MB now only builds the handful of paths it actually uses
- Searches now stop cleanly with a message before memory runs out, instead of dying mid-expansion
preferlanding mode was silently behaving likestrict— the fallback is now decided per node, so nodes without class landings are no longer lost- Nodes borrowing pointers from neighbours showed zero pointers and Analyse looked broken on them — counts, lists, and Delete Offset now work on the list the node actually expands through
- Multi-line message boxes no longer clip their first line (this affected every message box in Breeze)
- Save Map no longer hangs on very large records
New
- Live
freememory reading on the scan status line; low-memory stops are marked in the log (LOW-MEMORY,BADALLOC-...), and a failed reading reports "unknown" instead of blocking a healthy search - Rewind to depth — go back to any earlier depth, change a setting, and continue instead of starting over; also releases the out-of-memory latch (the target depth must be rescanned)
- Save Map now saves the whole search, not just chains — loading a map resumes the search with its history, and rewind still works; press start search once after loading
Max edge/nodesetting to bound fan-injumpback_memory.logrecords heap usage and per-depth settings through a search, so a failure can be diagnosed afterwards
On screen
- Analyse rows now carry markers:
>landings the node will actually use,*a landing that starts an object,^one stored under a lower node; the node count reads{total|class}
Heads up
- Saved maps are only valid while the game session that made them is still running — a load refuses a different module base
- Old-format
save.mapfiles are no longer read jumpback_memory.logappends — delete it between runs you want to compare