This patch improves the fps some, decreases the network usage in multiplayer a little, and fixes a bunch of hitches.
0.811 change list:
- now don't grab entity client skin until after cull call, so more likely loaded (so less hitches)
- optimized ResourceSystem::findResource a little (++ instead of [ i ])
- objects no longer keep searching for a good place to put them if original place overlaps another background object (less hitches)
- overlapping rocks and basic plants are now deleted instead of finding new position
- now don't set entity to idle animation until loaded to prevent some hitches
- status effects can now be marked SkipReadingStats - only StatusEffectBasicRegen right now
- no longer send across burned areas across network (not used in Din's Champion)
- added a shader cache so buildTile didn't always call findResource
- sped up round calls in getBlockVertLightIntensity
- now precache - step.eff, some insect footstep sounds, block.mdl, some mining effects, some mining sounds, plantPuffTree.mdl, objectDestroyed.mdl, splashWater.mdl, plantPuff.mdl
- now precache DeathEffect, monster skill sounds, monster skill status effects, and enhancement OnHitSkill
- now precache UseStatusEffect, tool models on hotbar, and fonts
- now precache - digEntity.mdl, questSolved.snd, block models, combatObjectHit.mdl, gates, regenerationObjectQuiet.mdl, common liquids
- now getDatabaseEntry call in Sentient::addStatusEffect uses DATABASE_ENTRY_TYPE_STATUS_EFFECT hint
- changed a bunch of places to use DATABASE_ENTRY_TYPE_MONSTER_ENHANCEMENT hint
- replaced dynamic_cast call in StatusEffect::isForever to isPlayer call
- fixed wording in "Your mother is better at fighting than you" monster taunt
- changed PROTOCOL_VERSION to 135
