Pushed a new commit to the repository
Code:
Fixing Center of mass with scaled root bones and scaled meshes Also now using the full root bone transform instead of just rotation for correction. (This fixes cases where weirdly scaled / transformed root bones were screwing up physics grips). Using the actual body instances rotation for the center of mass calc now instead of the calculated world transform one (in case they differ). Added cvar to turn on COM visualization for grips "vr.DrawDebugCenterOfMassForGrips"
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