So if you use SetModelScale on a player it will also scale their OBB - but not their hull for running in to walls and props. If you use SetModelScale and set your hull then your OBB will be scale^2 * hull. End result is small model scales having super small OBBs for player-to-player collisions and large model scales having other people get stuck in you.
Anyone have any work arounds? I can’t use matrix scaling because I want to keep the scaled hitbox sizes. Right now all I can think of is make it so my model has no hitboxes and just uses a fake hitbox entity. Then push out players near each other while disabling collisions between them.