Lighting optimization (caching shadow vertices & only checking hulls in range if the position or range of the light changes), ragdoll optimization, itemcomponent optimization, dragging stunned/dead characters
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@@ -225,11 +225,9 @@ namespace Subsurface
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RefLimb.body.Rotation + MathUtils.GetShortestAngle(RefLimb.body.Rotation, movementAngle) :
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HeadAngle*Dir);
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RefLimb.pullJoint.Enabled = true;
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RefLimb.pullJoint.WorldAnchorB =
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RefLimb.SimPosition + movement * 0.1f;
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RefLimb.body.LinearVelocity = movement;
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RefLimb.body.SmoothRotate(0.0f);
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//RefLimb.body.SmoothRotate(0.0f);
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foreach (Limb l in Limbs)
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{
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