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v2.0.1: the remesh cage was built with no colliders

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@alienware377 alienware377 released this 17 Sep 18:07
· 4 commits to main since this release

A one-bug hotfix. If you use the Jell-o stage with Use remesh cage on (the default), its collision was doing nothing.

What was wrong

The remesh cage builds a synthetic region by cloning the first painted region through JSON. StageRegion.colliders is [JsonIgnore], because the region's Sync() wires it as a reference to the painted region's own list rather than duplicating it for each stage, so it deliberately does not serialise.

The clone therefore came back with an empty collider list. The merge step after it only adds colliders from other regions, skipping the source on the assumption the clone already carried them. So with a single painted region, or with the colliders sitting on the first enabled one, the cage sim ended up with no colliders at all, and nothing pushed the flesh.

Nothing else was affected: per-region sims (remesh cage off) always had their colliders, and Wobble, Squish and Clothes are untouched.

What changed

  • The cage's region now takes a deep copy of the source region's colliders.
  • The remesh cage LIVE log line now reports the collider count, so an empty collider list is easy to spot.

With the fix, the cage sim gets the same colliders as the painted region it was built from.

Upgrading

Unzip and run install.bat (or install.ps1) exactly as before. Your settings, regions and presets are untouched: this release changes no config format and no defaults.

Full changelog: v2.0.0...v2.0.1