Synergy 3.4: Community Fix Build
Original plugin by via5. This build fixes long-standing bugs; it doesn't add new features.original post here for details about what it does - https://hub.virtamate.com/resources/synergy.4274/
- Fixed: a disabled step kept applying its effect. You'd see a morph frozen at its last value, or a force/torque that kept holding a hand or arm so you couldn't pose it.
- Turning a step off now releases it smoothly. Morphs glide back to their start value and forces stop, so the body eases to rest with no snapping.
- Turning a step back on starts its cycle fresh, with no leftover pause or delay to wait out.
- Works however the step is toggled: the checkbox, a trigger or Timeline.
- Disabling a single modifier also releases it immediately (the morph returns to its start value right away).
- Fixed: once a trigger or Timeline had touched a step's or modifier's "Enabled" setting (or even just after a scene load), the checkbox stopped responding.
- The checkboxes now show the live state, including changes from triggers or Timeline, and clicking them works again.
- Fixed: dropdowns (Atom, progression, etc.) could open behind other controls, where you couldn't click them and they stayed stuck open until a reload. They now open on top and close properly.
- Fixed: every removed or replaced modifier leaked memory, and this happened on every scene load, so long sessions got steadily heavier.
- Fixed: a smaller leak each time you changed a modifier's type.
- Removed a leftover debug message that filled the error log whenever a morph modifier's list changed.
What’s new since version 5
- There’s now a “Step name” box at the top of the Step tab. Give a step a name and it shows up in the step dropdown, the header, and the Monitor — so it’s easy to tell steps apart once you have a lot of them.
- Leave the box blank to keep the normal “Step 1, Step 2…” names.
- Names save with your scene. (This works in older versions too if you ever open the scene there — nothing breaks.)
- Fixed a memory leak where Synergy slowly used more and more memory the longer VaM stayed open — a little was lost every time you opened a modifier menu or loaded a scene, and never given back. Now it’s freed properly, so memory stays stable.
- Removing the plugin or reloading a scene now cleans up properly too (it used to leave old pieces behind).
- The Light modifier no longer searches for its light every single physics frame — it remembers it and only looks again if you change the atom.
- Trimmed a tiny bit of extra work the plugin did on every frame.