Chairs on avatars do not work
Avatars from previous builds and possibly from beta builds can't use the chair function at the moment. Tested this on a few avatars. They work in the current live build but not in beta. The avatars otherwise function normally.
 Client Hang on Exit
When closing the client (tested closing from in-game menu) VRChat seems to go through the motions of a proper shutdown (avatars despawn for a few frames and then I'm kicked back to SteamVR) but the app remains unresponsive on the desktop. It requires a manual task kill to fully exit. Probably a known issue but just adding it here for issue tracking.
 Periodic hitch in all worlds
There is a periodic hitch that happens once every second on the 2018 open beta. This hitch happens in all worlds, but gets worse if you are in a world with many objects or have many avatars loaded. The hitch is quite noticeable in worlds with more than a few hundred objects in the scene. I took some graphs of frame time using Intel GPA. The world I tested in just has a few lightmapped meshes: wrld_83a2a007-0d76-45e2-9607-fb97320933d6 this can be repro'd in all worlds I have visited and happens regardless of the avatar I am in as well. Re-uploading the world on 2018.4.9 does not seem to change the hitching. The first attached screenshot is on live and the second is on the 2018 beta.
(906) sitting doesnt anchor hips to seat
https://vimeo.com/401823446 basically, my head is 'anchored' instead of my hips. results in this issue..
 Animation sync + data storage does not sync properly
World ID: https://www.vrchat.com/home/world/wrld_bc1cb1f8-a6ef-4957-bd1d-a5775034245a These sliders are synced using Animation Sync, but instead of being set directly, the output cube colors are actually being set using an OnDataStorageChanged trigger There's some glitch where the first time you use a slider the colors will be wrong. To test properly, have each client click on each slider once, and then start testing that they should always match (with 1 second delay due to OnDataStorageChanged rate limit) On Beta, the cube color will usually not match between both clients (except the first time you join the world)
[SDK 2019.11.27.18.44] Missing materials break MipMap streaming check
Latest SDK will fail to display the build control panel if an avatar has a renderer with a missing material.
[SDK 2019.11.27.18.44] RenderTarget textures break MipMap streaming check
Latest SDK will fail to display the build control panel if an avatar has a material using a rendertarget texture.
Builder Box is Gone when using Particles on model
Can't Upload models that have Particles on them without this error(1640 now), Using "VRCSDK-2019.12.02.16.39_Public" This Also happened on the VRCSDK-2019.11.27.18.44_Public SDK as well, which i will also post the pic for(The error 1633) I am fine When i am using SDK "VRCSDK-2019.11.22.21.00_Public" But, Any particle i use will give this error on the newer SDKs, and Wont show the upload box so i can upload the model. All i have is a a 2 second particle SSJ transformation, and i can't upload...tried changing every setting i can think of(even made a new particle). The MOMENT you make a particle and have it on the model, it disables the Builder Box
[SDK 2019.11.15.20.23][Regression] Upload fails if an armature is present under an editoronly-tagged object
If an avatar contains an EditorOnly-tagged object which contains a child sub-armature (sub-animator?), the upload fails. This works with the current live SDK version (and unity 2017), and fails with the beta SDK and unity 2018. This particular issue was discovered when integrating Tsubokura-san's haptics suit assets with my avatar, and then making the debug components invisible on upload by marking their root EditorOnly. Minimal repro prefab: https://www.dropbox.com/s/nwhmmoj98pjo6v2/bug%20repro.prefab?dl=0 If you drop this in your scene and click build&publish, it will be cloned, but the build will stop there. If you clear the EditorOnly tag on Sub-armature, the upload will proceed.
 VRC_Trigger performance regression
I noticed a drop in performance with one of my larger worlds in the 2018 beta. The world uses local VRC_Triggers for culling in a lot of places with OnEnterTrigger/OnExitTrigger so I made a test world to see if VRC_Triggers had a higher performance overhead in 2018. The test world has 16,384 VRC_Triggers that have no events assigned https://vrchat.com/home/world/wrld_96b53d10-b32f-4d78-bbc9-895f4cd0c888. In 2017 I am able to maintain 90 fps with the 16k trigger objects enabled. In the 2018 beta I get 35 fps once I toggle on the triggers. I turned the trigger count up to 35k on live and still didn't drop below 90 fps. 35k was the largest number of triggers I could make before I started timing out while loading into the world.