Yesterday
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2