Garry's Mod

Garry's Mod

Clientside Ragdoll Collision
Showing 1-6 of 6 entries
Update: Dec 7 @ 10:51pm

An issue has been discovered where props would simply push ragdolls out of the way instead of stopping them at a complete hault, the way normal rigid-body physics works. This issue critically hurts the core purpose of this addon and I have thus decided to do a revert to where this issue is not present.

The following are no longer present in this addon (but may be reintroduced later with a patch)

- Being able to switch trace modes for optimality (e.g. box trace, sphere)
- collision entity creation judged by direction of the velocity of the ragdoll and not just proximity.
- Entity whitelist saving to the disk.


I apologize for the inconvenience.

Update: Sep 10 @ 9:18pm

Update: Sep 10 @ 9:02pm

ADDITIONS
This new change offers a new command that may seriously boost performance.
  • New console command "csrd_method": changes the way the game scans for collision,
    • valid options are "sphere", "box", "directionalcone".
    • The directional cone option is the new default, and makes it so the ragdoll's velocity
      is used as a means to determine potential objects that may be hit by the ragdoll.
      much better then otherwise scanning and creating entities for every server entity within a radius.
QUALITY OF LIFE
  • csrd_whitelist_add now actually saves its table to the disk at "garrysmod/data/csragdollcollision/settings.txt", allowing the addon to retrieve it per session.

Update: Dec 28, 2024 @ 7:18pm

ghost clientside objects switch rendermode incase of nodraw overrides. (addon workaround)

Update: Aug 11, 2024 @ 10:56am

->Fixed func_clientcollide null entity error.
-> setting csrd_collidemass to zero disables it's override
-> No more dumb brush model prints. im sorry for that.

Update: Aug 9, 2024 @ 10:03am

Initial addon creation.