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From what little I know, raising the flex limit any further would break flex compatibility with Gmod's networking code, so it's not a priority since making sure it plays nice with that requires more than just making a number bigger.
it takes like 10 minutes
soulution?
Not planning on touching the categories, but you can collapse a category for a model by clicking on the blue bar with its name.
"Fixed faceposer breaking after 384 different flex names were loaded in a session - The limit is now 1024 and and if it is reached, a console warning is printed."
So it's still possible to hit this limit, though you'd need to have a lot more ragdolls loaded than before and you'll get a warning printed into the console when you do.
If you want to opt into the beta branch and see if it's fixed before the update gets released in (hopefully) a few days, you can find the details HERE on how to do that.
also, be sure to run the game on 32-bit, and not 64-bit beta. a lot of people switch to 64 because they "heard" it's good. it is in Beta tab for a reason. some stuff works, others don't. so, 32-bit is stable and doesn't have much error.
here's a thing i'd like to share : if you spawn too many models in one map, and these models are like different in terms of anything, some tools will break. i think there's a reason why there's a spawn stuff limit at the beginning before you load a map.
In my experience dead flexes are an issue on the default faceposer tool too, and usually mean that the model doesn't have its flexes set up correctly or there's an compatibility issue between the model and Gmod.
Is there any way to fix this?