May 9th: Fixit

More optimizations. Further improved performance of comparison checks for entities and made it so pathfinding avoids trying to path through very distant nodes, which was leading it to try a bajillion different potential paths and really bog things down. Next up is figuring out some improvements to the lighting system, which is both very intensive and takes place after all the other updates so doesn’t benefit from the multi-threading optimizations I’d made earlier. Also some commission work and streaming today.

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