!Avast AntiPony 9445
!Avast AntiPony 9445
Not at my main PC right now, but I can confirm this also happens on 1920x1080 (Windows)
VPhysics is generating collision penetration events for physic props, that shouldn't be penetrating in the first place, which in return causes them to be pushed away from each other. Happens...
> > Replying to [#7426 (comment)](https://github.com/ValveSoftware/Source-1-Games/issues/7426#issuecomment-3192585789) > > Does this behavior also happen in hl2 for you? We have found HL2 physics to be glicht free regarding of the matter...
I've been testing the VPhysics stuff toughly trying to figure out a reliable way to reproduce the bug, and so far the easiest case I've found is creating 16w 4096l...
> * It increases knockback from all sources of damage (which can make mobility and positioning more engaging). This isn't even true unless there's some really messed up part the...
``` GCSDK::CGCClientSharedObjectTypeCache::BParseCacheSubscribedMsg( const CMsgSOCacheSubscribed_SubscribedType &msg, CUtlVector &vecCreatedObjects, CUtlVector &vecUpdatedObjects, CUtlVector &vecObjectsToDestroy ) ``` `src\gcsdk\gcclient_sharedobjectcache.cpp:153` is reading data from `[r8+10h]` to pass, but for some reason on debug builds, this address...
Ok so a quick update on this issue, I've managed to compile a debug build against the **release build** of libprotobuf (not without it and the linker kicking and screaming.)...
> Can we just recompile protobruh with the same configuration as it was? IIRC when I tried compiling a custom build of protobuf in debug mode, it would still crash....