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* Particle follow bone * Add SkinnedModelRenderer.BoneWorldTransforms, PreviousBoneWorldTransforms * Batch parent space bone reads instead of one call per bone * Add nogc to the bone setters and parent space read too * Cache the bone parent array in the world space loop * Store skinned model renderer on the particle instead of trying to resolve them all, all the time Co-authored-by: Pol <polepie@gmail.com>