Open ghost opened 3 years ago
Does that happen with latest (1.0.2, approved like today) or the slightly-outdated one from VRCMG (1.0.1)? Additionally, does enabling/disabling multithreading affect this bug in any way?
I am using 1.0.2, because I downloaded using this: https://github.com/knah/VRCMods/releases/tag/updates-2021-06-25 The SHA256 hash melonloader gives me is 7d5f5889db4639ab9db85e45858e2d50f8a799c60224c1fc2c7cf43ce7d7f25b
I don't use multithreading, because it said thats really not needed. What does fix the issue is toggling the optimized physics thing on and off, toggling collisions does nothing, reloading the avatar also fixes it.
Also tomorrow I am gonna finally attach some screenshots, forgot to take some today, but I'm toast, not going online again ^^'
Oh and I had some friends sanity check this, in summary thats our systems:
AMD 5950X + 3090 + Pimax 8K X (modded with EMM, so does have a different mod patch Dyn Bones) Intel 9900K + 5800XT + Index (no EMM, just Advanced Safety, Finitizer and Turbones) AMD 2700X + 2070 + Index (modded with EMM too)
EDIT: Little idea as an avatar creator, this may be related to "Distant Disable" option in Dynamic Bones? That's the only thing that suddenly changes after a set distance and also isnt present on all avatars, so people that made avatars that disable minor dynamic bones when viewed from a distance to optimize their avatars now cause glitches with Turbones.
When using turbones most models using dynamic bones will have the dynamic vertices stretched meters away from the model as soon as they are more than roughly 15 meters away causing quite the weird look to them, this usually (not always!) goes back to normal when players come back into proximity of the player. If however someone teleports this model glitch is persistent until you manually force the model to reload.