client collidable memory leak fix
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@ -1997,6 +1997,7 @@ Performance improvements
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- Increase memory limit 6GB->8GB
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- Server block chunk disk map writes directly to output stream instead of inbetween buffer
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- No-allocation block chunk read/write in disk map
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- Fix client collidable memory leak
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Increase human move speed
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LOD components re-attach physics
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VectorPool->JomlPool
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@ -101,6 +101,7 @@ public class PhysicsEntityUtils {
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);
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rVal.putData(EntityDataStrings.PHYSICS_COLLISION_BODY_TRANSFORM, offsetTransform);
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rVal.putData(EntityDataStrings.PHYSICS_MODEL_TEMPLATE, physicsTemplate);
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rVal.putData(EntityDataStrings.PHYSICS_COLLIDABLE, collidable);
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Globals.clientState.clientScene.registerEntityToTag(rVal, EntityTags.COLLIDABLE);
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engine.registerCollisionObject(geom, collidable);
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@ -55,7 +55,7 @@ public class ClientLODComponent implements BehaviorTree {
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cachedLodLevel = lodLevel;
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if(cachedLodLevel == ServerLODComponent.FULL_RES){
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CommonEntityType type = CommonEntityUtils.getCommonData(this.parent);
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if(type.getCollidable() != null){
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if(type.getCollidable() != null && PhysicsEntityUtils.getCollidable(this.parent) == null){
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PhysicsEntityUtils.clientAttachCollidableTemplate(parent, type.getCollidable());
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}
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} else if(cachedLodLevel == ServerLODComponent.LOW_RES){
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