I found out that Collision blocks get ordered/indexed in the reverse order they are supposed to.
Normally you would have something like this: (4)bhkCollisionObject->(3)bhkRigidBody->(2)bhkBoxShape
The new code orders them like this ; (2)bhkCollisionObject->(3)bhkRigidBody->(4)bhkBoxShape
This behavior reliably leads to CTD's in Oldrim (did not test SSE or FO)
Was able to reproduce it by running a vanilla mesh (gnd mesh with collision) through some test code:
Just wanted to report an issue with the new block ordering from https://github.com/ousnius/BodySlide-and-Outfit-Studio/issues/316
I found out that Collision blocks get ordered/indexed in the reverse order they are supposed to. Normally you would have something like this: (4)bhkCollisionObject->(3)bhkRigidBody->(2)bhkBoxShape
The new code orders them like this ; (2)bhkCollisionObject->(3)bhkRigidBody->(4)bhkBoxShape This behavior reliably leads to CTD's in Oldrim (did not test SSE or FO)
Was able to reproduce it by running a vanilla mesh (gnd mesh with collision) through some test code:
Testing procedure i used:
I have no clue wether other blocktypes are affected as well i just stumpbled upon the Collisions when i made some meshes.