Some massive performance increases both serverside and clientside.
The server has been suffering for a long time with drop-outs and struggled a lot once the server had a ton of buildings. I spent a few days this week working with
Aaron and his community to make things more stable. I think we've achieved that. We're now seeing 100 people on our Amsterdam server with 45,000 entities. That includes 120 chickens, 65 wolves, 60 stags, 58 bears and 51 boars all running around like crazy idiots. A lot of my time was spent adding profiling points and time warnings to things, so if things do start getting laggy again we're in a good position to be able to know what's going on.
A lot of the server time was being spent processing the building stability. We had a crazy recursion bug that could lock the server up for 10 minutes if the conditions were right. This was also causing loads to take a long time to load, and causing it to take a long time to shut the server down. This is all fixed - but the stability system hasn't been tested with these new settings so I fear we might see some more instability. However early reports are saying that the system is more stable - which is the right side of the line imo.
The framerate on the client was getting really insanely terrible. On my supercomputer I was getting 20fps in some places. That's not right. I eventually pinned it down to every weapon entity that has ever existed soawning in the sky 10,000 meters above the player's heads. This would have been fine but some of them were the torch model, so were spewing particles and light, causing our issues. Once this was resolved the framerate was instantly a million times better. I've had a lot of favourable feedback on the servers too - so I'm hoping it has made the game run well for everyone.