Yeah, clientside constraints. I desperately need clientside ballsockets for ragdoll pinning purposes. Freezing bones just doesn’t look right. :saddowns:
A function for toggling IK on playermodels would really come in handy as well, because some of them just don’t animate properly without it.
More specific purposes, but I’d appreciate an implementation of clientside scenes, so that they can be played on any entity (I personally need them for TF2 playermodels, but it would be quite useful for some kind of in-game scene selector).
Somehow TF2 related as well, a function for loading phonemes. CBaseFlex::FindSceneFile(const char *filename) seems to be it, although I’m not sure. It would fix TF2 models not moving their lips when talking.
Garry also told me a while ago that he would try to implement a hook for overriding what a material proxy should return depending on a given context. I really need that as well because TF2 cloaking and übercharging will never ever look right without them.
Also, some way to register activities which don’t have a value by default would be useful, especially since Weapon:SendWeaponAnim only takes an activity, not a sequence. Looks like what ActivityList_RegisterPrivateActivity(const char *pszActivityName) does, it’s from shared/activitylist.h, takes an activity name, registers it, returns an integer. That’s already kind of possible with GetSequenceActivity, but rather hacky and not very reliable.
I guess that’s what I get for wanting to remake Team Fortress 2 in Lua, I keep running into a bunch of dead ends because of engine functions that I need which aren’t implemented. :ohdear: