This will cache entity data (assuming its still a valid entity) across frames in some cases, but in most cases it just makes sure we cache the entity attributes on a PER FRAME basis, which we did not do before. There were times when we were asking DE to lookup info TONS of times per frame, per entity. This is HIGHLY LIKELY to fix the studdering / lagginess Dim noticed.

It is also likely to kick your dog, puke on your furniture and generally misbehave badly, so TEST IT while at the keyboard
Merge branch 'BleedingEdge' into MoreEntityCacheCaching
reverts the portion oF Entitycache that caches across frames, as they seems to do 'odd things' (WTF ODD THINGS....). caching during a frame should still help  a ton...
distance between 2 entities (needs testing)
Merge branch 'BleedingEdge' into MoreEntityCacheCaching
Add a delay between each MakeActiveTarget request...
fix traveler undock
Merge branch 'MoreEntityCacheCaching' into BleedingEdge