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Garbage (bodies, dropped weapons) is kept while a player may see it: in any player's potentially visible clusters, near them or in a 45 degree cone of where they aim, however far. With many players spread over a level and many bodies (co-op's extra enemies), every body was seen by someone, nothing could go, and the whole collection (each garbage object's visibility, the object memory pool compacted) ran again every tick on the host, which also wrote 'garbage collection critical' to debug.txt each tick while short of memory. A player now sees garbage no further than 30 world units off, a collection of active garbage that left too much is tried again only after a second, nothing collected compacts nothing, and the critical line is logged as often as the warning. Running short of memory or objects still collects at once.