-------------------- Minor Update v1.2.6 --------------------

- Reworked the 65,535-entry corpse and item tracking arrays into a chronological circular queue. One-second cleanup sweeps now inspect only entries old enough to expire instead of scanning every retained actor.
- Preserved the full 65,535-actor tracking capacity and added safe full-capacity handling that cleans the oldest live entry before reusing its slot, preventing array overflow without leaving the new actor untracked.
- Added monotonic unique TID allocation so this cleanup system does not recycle stale picked-up-item TIDs before their queued records expire.
- Limited mass expiration to 2,048 removals per tic and compensated the final delay to retain the normal 35-tic cleanup cadence while greatly reducing worst-case ACS execution spikes.
- Split eager ACS condition checks and avoided unnecessary actor-class lookups.
- Sorted the cached blacklist once per map and changed item-event blacklist checks to a binary search.

-------------------- Minor Update v1.2.5 --------------------

- Added pre-caching of CVAR blacklist names at the start of each map to reduce slow string operations in the item drop event script. This should reduce CPU usage when lots of item drops happen in a short period.
- Reduced unnecessary loop iterations in the "StoreItemDropTID" event script by only checking non-empty string CVARs instead of all of them.
- Clarified script logic to improve readability.

-------------------- Minor Update v1.2.4 --------------------

- Updated the corpse and item cleanup system to support Zandronum's newly increased multiplayer actor limit from 32767 to 65535.
- Reworked the way item and corpse actors are stored and cleaned up to reduce CPU usage. Scripts no longer need to iterate through entire arrays when storing new actors by searching for the next free index.
	As expired actors are cleaned from the map, the effective number of iterations through the array will now shrink accordingly.
- Added caching of TIDs and actor class name lookups where possible in ACS scripts to further improve performance.

-------------------- Minor Update v1.2.3 --------------------

- Slight refactor of ACS code to improve performance and readability.
- Added a missing CVAR check for "ShowActorName" which was missing from the "StoreCorpseTID" script. Enabling the CVAR will now include printing the corpse actor name that got included into the array instead of only item drop actor names.

-------------------- Minor Update v1.2.2 --------------------

- Removed the network anti-lag feature. At this time Zandronum does not allow enough control over game logic to implement a good ACS network anti-lag system.

-------------------- Minor Update v1.2.1 --------------------

- Disabled anti-lag event by default. As it's believed to be erroneously triggering. Needs fixing. To enable it, set CVAR "EnableAntiLag" to 1.

-------------------- Minor Update v1.1 --------------------

- Decoupled corpse and item cleanup by creating separate CVARs "EnableCorpseCleanup" and "EnableItemCleanup" to allow more control of entity cleanup. Removed CVAR "EnableItemAndCorpseCleanup".

-------------------- Release v1.0 [INITIAL RELEASE] --------------------

- The cleanup system for item drops and corpse clearing can now be enabled/disabled by CVAR "EnableItemAndCorpseCleanup".
- Added CVAR "EnableAntiLagKick" to enable/disable the auto kick feature when a player triggers an anti-lag event too many times.
- Added CVAR "PlayerAntiLagTriggerCount" to control the amount of times a client may trigger an anti-lag event before being kicked from the game and forced to spectate.