• Hi Guest!

    Please be aware that we have released another critical security patch for VaM. We strongly recommend updating to version 1.22.0.12 using the VaM_Updater found in your installation folder.

    Details about the security patch can be found here.
Evidently, finding colliders for specific rigidbodies while also including currently inactive ones is less straight forward than I realized. This resulted in e.g. neck colliders appearing in the abdomen category. Drilling further into vam's code revealed the solution (IgnoreChildColliders MonoBehaviour).

I consider this release fully tested and production ready. There won't be any breaking changes going forward, either.
Please shout at me if you find any other bugs.

changelog v5
  • Fixed collider groups containing colliders of child rigidbodies.
  • Fixed the refresh button adding additional copies instead of replacing them.
  • Renamed some collider groups to be more consistent.
Damn, this turned out to be a far deeper rabbit hole than expected. I learned a whole lot about what vam does internally when you toggle a person's soft glute physics on or off. The final epiphany came to me while I was hunting down a bug with spanking sounds in vammoan2. 😄

Changelog v4
  • resolved the previous version's limitations related to enabling or disabling a person's glute soft physics
Changelog v3

Collision Triggers Plugin:
  • Fixed collision trigger plugin for simple atoms (e.g. Cube) not showing any colliders.
  • Reworked collider groups to be more readable and sort better.
  • Added a button to refresh the collider UI in case any were removed from or added to the atom.
  • Changed the default behaviour for colliders, which are added to rigidbodies after the plugin is initialized, to be enabled instead of disabled.
    This change is targeted at toggling glute soft physics on/off, in which case vam replaces the glute colliders with different ones.
    Because of this, filtering specific colliders for glutes will not work if the user changes glute soft physics from the state a scene loads with, sadly.
Fixed a small bug in the input trigger's UI, preventing it from showing the selected keyboard/mouse keys when restoring a saved scene.
Back
Top Bottom