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Upon a player getting marked with bone manipulations, some models cause the player's shadow to degrade in quality (relative to where the player's shadow was last created, i.e. spawning, changing model, or approaching the player close enough) including any vehicle the player is riding.
All of these models include any number of "INVALIDBONE" entries when trying to return a bone's name on the client. Using lua_run_cl for i=0, Entity(1):GetBoneCount()-1 do print(Entity(1):GetBoneName(i)) end will show these. On server with lua_run they will show up all valid and with names.
Base game player models affected by this issue include CS:S players, DoD:S players, all Combine and metrocop models, corpse, charple, skeleton, and fast zombie.
To test; different shadow angles, directions, and distance possibly causing performance degradation. Could just be distance from the position player model was applied. Freespace Islands seems to be heavily affected depending on view direction in third person.
Steps to reproduce
Start up gm_flatgrass, pick any of the affected models, and go to any direction for a bit. Go thirdperson on foot or in a vehicle. Shadow will be just fine.
To verify they have invalid bones on the client, run lua_run_cl for i=0, Entity(1):GetBoneCount()-1 do print(Entity(1):GetBoneName(i)) end in the console.
Running lua_run_cl Entity(1):ManipulateBonePosition(0, Vector(0,0,0)) should proper mangle those shadows.
The text was updated successfully, but these errors were encountered:
littlebabyman
changed the title
Bone manipulations on local player with some models causes its shadow to malform
Bone manipulations on players with certain models causes its shadow to malform
Jan 19, 2025
Details
Upon a player getting marked with bone manipulations, some models cause the player's shadow to degrade in quality (relative to where the player's shadow was last created, i.e. spawning, changing model, or approaching the player close enough) including any vehicle the player is riding.
All of these models include any number of "INVALIDBONE" entries when trying to return a bone's name on the client. Using
lua_run_cl for i=0, Entity(1):GetBoneCount()-1 do print(Entity(1):GetBoneName(i)) end
will show these. On server withlua_run
they will show up all valid and with names.Base game player models affected by this issue include CS:S players, DoD:S players, all Combine and metrocop models, corpse, charple, skeleton, and fast zombie.
Garry.s.Mod.-.2025-01-19.3-52-04.mp4
Garry.s.Mod.-.2025-01-19.13-05-48.mp4
To test; different shadow angles, directions, and distance possibly causing performance degradation. Could just be distance from the position player model was applied.
Freespace Islands seems to be heavily affected depending on view direction in third person.
Steps to reproduce
lua_run_cl for i=0, Entity(1):GetBoneCount()-1 do print(Entity(1):GetBoneName(i)) end
in the console.lua_run_cl Entity(1):ManipulateBonePosition(0, Vector(0,0,0))
should proper mangle those shadows.The text was updated successfully, but these errors were encountered: