Garry's Mod

Garry's Mod

Ragdoll Resizer
Showing 11-20 of 23 entries
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Update: 11 May, 2022 @ 8:33am

  • Fixed a long-standing issue where certain ragdolls, such as playermodels using the "proportion trick", would have physics objects in bad positions that didn't match their visuals
    • Ragdoll now uses bone positions from the default sequence and bone angles from the ragdoll sequence
  • Added a new feature to restore a ragdoll's pose after resizing it, enabled by default

  • Removed developer mode debug spew for function overrides; it's unnecessary now that we know what addons are causing problems, and it made it impossible to do other stuff with developer mode on
  • Tool right click now only shows tracer effect when successfully selecting or deselecting a ragdoll
  • Whole ragdoll scale slider now tries to start at the scale of the ragdoll instead of always 1
  • Fixed an issue where the preview model wouldn't work right on some models if the code for it encountered an invalid bone (i.e. HL2 metropolice)
  • Fixed an issue where ragdolls would render multiple times per frame (bad for perf and makes transparency look bad!) for every entity bonemerged to it - so far I haven't found any false positives where this stops the ragdoll from rendering when it should, but let me know if anything comes up
  • Ragdolls now get their clientside physobj info from a clientside ragdoll instead of networking it from the server (less net traffic when spawning a ragdoll!)
  • Possibly fixed an issue where ragdolls wouldn't show up in demos if the client thought a physobj ent was invalid for whatever reason (because it was in a wall when recording began?)

Update: 12 Sep, 2021 @ 10:12pm

  • Fixed errors when using stand poser on resized ragdolls after its recent update, or when loading a saved resized ragdoll with both constraints and an invalid model (ent:GetPhysicsObject, ent:GetPhysicsObjectNum, and possibly ent:GetPhysicsObjectCount overrides weren't properly checking if the table they use was valid)
  • Resized ragdolls now use the same kill icon as ragdolls instead of the generic skull-and-crossbones
  • All sliders in the tool now have default values to reset to when middle-clicked
  • Adjusted preview model transparency slightly to fix a bug where ragdolls with translucent materials (HL2 fast zombie) were invisible
  • Preview model now shows the correct bodygroups
  • Fixed error spam from resized TF2 skeleton ragdoll (bad code was causing self.PhysBoneOffsets to not generate if any physbones were invalid)
  • Ragdoll bounds are now only computed once per frame, and only when the resized ragdoll has moved, instead of every single frame and every time something checks its collision bounds (more optimized!)
  • Addons that use oriented bounding boxes (Easy Entity Inspector, SmartSnap) now get the ragdoll bounds (Added OBBMins, OBBMaxs, OBBCenter overrides)

Update: 19 Feb, 2021 @ 11:07am

  • Added debug messages when developer 1 is set
    • Currently used to diagnose issues with util.TraceLine function detour, prints messages upon map load and whenever util.TraceLine runs

Update: 9 Apr, 2019 @ 11:06am

  • Fixed several issues with demo playback and recording caused by spawning a resized ragdoll and then recording a demo of it (starting the recording first and spawning the ragdoll second was and still is fine). This does not fix old demos, you'll need to record new ones.
    • Fixed some clientside entity changes (LOD, BuildBonePositions callback, clientside physics objects) being lost when demo recording begins (why?), causing issues like the ragdoll visually appearing with a default pose and size even though it's still physically posed and resized
    • Fixed ent.PhysBones (a clientside table of the ragdoll's physics object entities and their sizes) not existing during demo playback because demos only record it if it's set during recording, making the ragdoll not show up at all
  • Fixed really big ragdolls appearing in the skybox when they shouldn't because their renderbounds were clipping into the 3D skybox area (common problem on gm_flatgrass, where the 3D skybox area is right under the floor)

Update: 8 Sep, 2018 @ 12:53pm

  • Models that can't be resized due to a bad file name[wiki.garrysmod.com] now stop and give a notification explaining what's wrong instead of spamming errors
  • Resized ragdolls spawned with an invalid model (i.e. saves/dupes using a model you don't have) now remove themselves instead of causing errors

Update: 10 Oct, 2016 @ 10:20am

  • Improved physics
    • Fixed most cases where frozen physics objects would be in a different location than their visuals, making it annoying to click them with the physgun or toolgun since they weren't actually where they appeared to be
    • Fixed physics objects sometimes moving to the wrong location when loading a save/dupe
  • Fixed eye posing not working properly after a recent GMod update (previously, non-NPC entities like resized ragdolls didn't have posable eyes and had to rely on workarounds to compensate, but since the update, they now handle it themselves and the workarounds no longer function, so the way the ragdolls handled eye posing had to be reworked)
    • Fixed cases where players would see a second, unresized model attached to the ragdoll. This entity was used internally to control the ragdoll's eye posing and wasn't supposed to show up (but was still visible to some players for some reason?) and has since been removed with the rest of the workaround.
  • Fixed visual jittering when moving a ragdoll
  • Added an error notification on the HUD if physics objects fail to generate (occurs if the collision mesh is too small or too thin for the engine to handle), directing you to the console for a more detailed explanation of what went wrong (previously, these would just fail in the background with no explanation, leading to "why can't i move parts of the ragdoll" complaints)
  • More minor backend changes
    • Added redundancy check to buildbonepositions so it doesn't run more than once per frame (might have caused some FPS loss if another addon was forcing the ragdoll to render again)
    • Render groups are now handled by the engine (fixes some edge cases where transparency wouldn't work right, such as applying a transparent material to the ragdoll)

Update: 27 Feb, 2016 @ 11:26am

  • Fixed resized ragdolls breaking projected textures (lamps/flashlights)

Update: 24 Jan, 2016 @ 8:34pm

  • Fixed eye controller entity (a second model attached to the ragdoll's head, which shouldn't be visible) showing up when running DX8
  • Fixed slider text fields not updating correctly if focus was on them while selecting a new bone

Update: 16 Jul, 2015 @ 9:16am

  • Greatly reduced the amount of information sent from the server to clients; should hopefully fix the "client __ overflowed reliable channel" crash in multiplayer (now we only send the bounding box of each physics object to clients instead of the whole collision mesh)
  • Unclamped scale sliders in singleplayer - you can type in numbers larger/smaller than the slider's range and the tool will still accept it (don't expect these ragdolls to work well! small ones might not generate properly, and large ones might not rotate with the physgun! the limits are there for a reason!)

Update: 11 Jul, 2015 @ 10:09am

  • Attempted fix for the scale controls not showing up for some users when selecting a ragdoll (panel is now populated using the ragdoll itself instead of the preview model, let's see if this makes a difference)
  • In case the above fix didn't work, added a debug convar (ragdollresizerphys_debug 1) that prints stuff in the console when the tool tries to populate the controls. If your controls still aren't showing up, then use this convar, select a ragdoll, and post the information it gives you in the comments.
  • Attempted fix for the eye fix entity still showing up for some users (would cause a second model to appear, attached to the ragdoll's head)