FPS and UPS are now more separated - updates of field are taking place
at lower rate - 10UPS, while rendering is trying to paint and update
positions and animations at higher rate - 30FPS. This is done as a
precaution for multiplayer. This will reduce amount of necessary
communication. This separation changed how is movement made, now it is
bit more buggy, this will have to be solved after implementation of
communication between players in multiplayer.