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2026.4.9.1303 - Potential crash fix, OSC, yt-dlp, SkinnedMeshPostioner fixes

I've got another build for you! This is pretty much various bugfixes & maintenance update.

This build might actually fix the crash when switching controllers/handtracking with Quest (huge thanks to @eldritchkaiju for helping narrow down potential cause) - please give it a test and let us know if the issue still occurs!

If you're using OSC listener, you no longer need to ensure that there's only one active component for given port - it now uses a shared listener in the background, so you can have as many as you want without having them interfere with each other!

The new SkinnedMeshRenderer also got a bunch of bugfixes. Some of them might change the behavior a bit due to being calculated incorrectly for some cases before - you'll need to re-adjust those.

Also yt-dlp got some improvements from @gawdl3y and @baplar too!

Tweaks:

  • Added web_safari client option to yt-dlp by default (contributed by @baplar) -- This should improve YouTube video quality for YouTube Premium users when using cookies -- PR: https://github.com/Yellow-Dog-Man/NYouTubeDL/pull/4
  • Updated a number dependencies to latest versions (mostly official .NET libraries like System.Text.Json and others)

Fixes:

  • Fixed yt-dlp not being able to find JavaScript runtime (@nytra, @troyborg, @dantetucker, dragos240 in issue #6263, fixed by @gawdl3y)

  • Reworked OSC Receiver to use a global per-port handler shared across all the worlds -- This fixes OSC Receiver not listening when there's multiple active instances - either in the same world or in different worlds (reported by @epiceaston197, @shadowpanther, @ultrawidegamer, @emergencytemporalshift, @flamesoulis, issue #1885 and @modernballoonie, issue #1910)

  • Fixed SkinnedMeshPositioner breaking on meshes without tangents or normals (reported by @modernballoonie, @dustysprinkles, issue #6410) -- It will use a fallback method to compute coordinate space if those are missing -- It's strongly recommended to have those calculated on the mesh itself though, as fallbacks will be less robust

  • Fixed transform of SkinnedMeshRenderer incorrectly affecting positioning of SkinnedMeshPositioner (reported by @modernballoonie, mxjessie, issue #6411) -- Existing instances will be auto-upgraded to compensate, but might cause differences in positioning/scale

  • Fixed inaccurancies in SkinnedMeshPositioner due to reversed order of operations between blendshapes & bones -- Note this can cause positioning to change for existing instances. You'll need to re-adjust those manually

  • Potentially fixed crash when swapping controllers to hand tracking (reported by @zyro1331, @modernballoonie, @ohzee, @flamesoulis, @cleafspear, @merith, @eldritchkaiju, @kodufan, Mrdabup, @karasutengu, @stellanora, @mint_shock, issue #3066) -- Huge thanks to @eldritchkaiju for narrowing down the potential cause -- Please give this a test! I'm not sure if this actually fixes the issue or not for sure

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