Fixed player metabolism being affected by low server fps. This would cause large times between frames and could affect food loss, bleeding, temperature jumps etc, building up our built in timer past its trigger amount and not properly bringing it back down. Unsure how greatly this affected servers, or the relationship this has between player update jobs and serial. Worth fixing anyway.
Fixed By:
Breaking up accumulated metabolism time into fixed‐size ticks rather than using the full accumulator. Always passing exactly metabolismtick to RunMetabolism and DoMetabolismDamage, and preserving any remainder for the next frame, ensuring metabolism advances in uniform intervals.