## NON-BUGS
- If you hold down left click while crafting, it'll craft multiple items
- I balanced the economy a bit more. It probably still isn't perfect, but it should be an improvement
- The FQA team is reporting lag for clients after ~20 minutes of gameplay in games with 5+ people. The host will be fine, but clients will drop FPS dramatically, slowly over time. I have trouble replicating this. I see a drop from 100FPS to about 60 in the editor, but it stabilizes there. I think that FPS drop occurs in single player too. I think it's normal as the game is building up its cache of tiles and enemies. To try to investigate further, I've added a "/WANDER" cheat code that makes your player wander around incessantly. This will allow me to see if the other clients moving around is causing the issue, because I can't seem to recreate the lag when everyone is standing still
- The game splits the save file into many sub-files so it doesn't lag a ton when saving. This causes severe cloud save lag - it takes like 60 seconds sometimes to save the world when exiting the game. I've improved this quite a bit
- Item drops would not appear on the client until they had been approved by the server, so you'd destroy something, then there'd be a slight delay before you see the item. Improved now.
- I think the lag may have been caused by hibernating tiles not fully being "off" on low-RAM machines. I've made them be fully "off" now. This will slighly decrease FPS while walking around (since they need to be more thoroughly shut down), but should perhaps reduce overhead
- Quicksand behaves like any liquid, but with slow move speed. You can now always "swim" in quicksand. You won't insta-sink if you can't swim. It'll still do the slow "drowning" tho.
- Reduced gold/iron ore spawns in overworld jungle
## BUGS
- Turns out the system I was using to calibrate ore spawn presence was messed up. I reconfigured ore distribution everywhere.
- Some sprites were getting messed up normal maps, like the big rocks and some beds. Should be fixed now?
- I think I fixed a multiplayer lag bug where the clients would experience a lot of lag after playing for 10 minutes.
- Went on a significant performance improvement spree. Reduced lag from enemies, reduced lag from having multiple clients, and fixed tons of physics calculations being performed when they didn't have to.
