Added experimental new tool - Prop ragdoll, which allows to trick ragdoll mover into treating set of connected props as a single ragdoll along with all functions ragdoll mover provides, IKs included!
Reworked ragdoll mover and IK chains tool to work with these prop ragdolls
Optimized net messages a bit
Made it so getting updates for bone manipulation sliders would not trigger their net messages to the server
Ragdoll mover's constrained entities tab will now ignore parented entities
Ragdoll mover's IK Chain tool can save IKs for prop ragdolls
Removed check in ragdoll mover that was meant to prevent gmod crashes from INF and NaN decimals which I did to fix prop ragdolls sometimes not moving some props at all. I didn't crash my gmod yet, although that would needed to be checked out some more - although probably that check was put in place long time ago, gmod might've been updated to fix these things, yet the check stayed.
IK chains tool will now shoot when assigning foot
Nonphysbone manipulation tab now has text entry fields from which you can copypaste parameters
Fixed tracking angles for nonphysical bones
Positioning and scale gizmos should now account for nonphysical angles being rotated, so they should move/resize stuff as expected
Nonphysical bone manipulation tab will now hide position/angle sliders for any physical bones rather than for just physical bones of ragdolls
Fixed issues related to rotating nonphysical bones with rotation gizmos
Fixed issue with gizmo offset breaking bone resetting
Gizmo offsets should now work properly for root bones of parented entities
Fixed the tool breaking when using constrained entity locking
Optimized the list of ignored entities for shift-trace
Now shift-trace will also ignore locked constrained entities
Fixed issue with rounding nonphysical bone parameters after manipulating them with gizmos
Fixed an issue with positioning arrows being weird due to always rotating towards the player
Angle snapping should work somewhat better now, although at 180 degree stuff it may still get weird, so I'd suggest to just use 90 degrees rotations 2 times
Positioning gizmos now support world alignment for nonphysical bones
Added experimental new tool - Prop ragdoll, which allows to trick ragdoll mover into treating set of connected props as a single ragdoll along with all functions ragdoll mover provides, IKs included!
Reworked ragdoll mover and IK chains tool to work with these prop ragdolls
Optimized net messages a bit
Made it so getting updates for bone manipulation sliders would not trigger their net messages to the server
Ragdoll mover's constrained entities tab will now ignore parented entities
Ragdoll mover's IK Chain tool can save IKs for prop ragdolls
Removed check in ragdoll mover that was meant to prevent gmod crashes from INF and NaN decimals which I did to fix prop ragdolls sometimes not moving some props at all. I didn't crash my gmod yet, although that would needed to be checked out some more - although probably that check was put in place long time ago, gmod might've been updated to fix these things, yet the check stayed.
IK chains tool will now shoot when assigning foot
Nonphysbone manipulation tab now has text entry fields from which you can copypaste parameters
Fixed tracking angles for nonphysical bones
Positioning and scale gizmos should now account for nonphysical angles being rotated, so they should move/resize stuff as expected
Nonphysical bone manipulation tab will now hide position/angle sliders for any physical bones rather than for just physical bones of ragdolls
Fixed issues related to rotating nonphysical bones with rotation gizmos
Fixed issue with gizmo offset breaking bone resetting
Gizmo offsets should now work properly for root bones of parented entities
Fixed the tool breaking when using constrained entity locking
Optimized the list of ignored entities for shift-trace
Now shift-trace will also ignore locked constrained entities
Fixed issue with rounding nonphysical bone parameters after manipulating them with gizmos
Fixed an issue with positioning arrows being weird due to always rotating towards the player
Angle snapping should work somewhat better now, although at 180 degree stuff it may still get weird, so I'd suggest to just use 90 degrees rotations 2 times
Positioning gizmos now support world alignment for nonphysical bones