An improvement I've been wanting to do since forever: GPU skinning on the compute shader calculating softbody deformations. That was a lot less simple than I hoped, but for once it didn't take me an entire month to get something working so ...
Anyway, this will change next to nothing to previous animations - it however mean I can now have softbody stuff on the characters themselves, instead of having to aim the impacts at where their T-Pose would be. TL-DR : Much easier to integrate in my animations.
I also added a config file option to disable Softbodies entirely, since that system is quite taxing on the GPU.